NO. 19
JUNE 1984
HBMAGAZINE FOR .^^er^QyEUTER OWNE
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BATTLE IN THE B-RING (page 35)
k
k.
EXPERIENCE THE THRILL OF REALISTIC
3-D HEAD-TO-HEAD AERIAL COMBAT!
.h,Si^P
MIG ALLEY ACE
•^
MIG ALLEY ACE excites, stimulates, and challenges your fighter pilot I
stincts. It is the first simulation that allows you to challenge a friend to or
on one combat and SHOOT HIM DOWN! Battle another human pilot. <
computer controlled enemies. Roll inverted, execute a Split S, Loo
Immelmann, or any manuever you can, but don't let the enemy get
i good shot at you! Outstanding action, superb 3-D graphics and dead
I realism make MIG ALLEY ACE a must for all serious ATARI compute
F users. Available in disk or cassette for $34.95 at most computer cei
yA '®''s« o"" o»"der direct with MasterCard/Visa, C.O.D., or check. Plea;
n\ add $2.50 for postage & handling.
Look for MicroProse's other exciting real time simulators, NAT
COMMANDER and SOLO FLIGHT.
CIRCLE #101 ON READER SERVICE CARD.
EXPERIENCE THE
MicroProse Software
CHALLENGE!
10616 Beaver Dam Ro;
Hunt Valley, MD 210
(301)667-11!
ATARI is the regisie
trademark of ATARI.
NO. 19
JUNE 1984
THE MAGAZINE FOR ATARI" COMPUTER OWNERS
COMPUTING
FEATURES
Darkness at Noon 7
Super Sine Edward Loniewski 30
Battle in the B- Ring Lew Thomits 35
Bulletin Board Systems 46
A Look at Modems Charles Bachand 48
Printer Interface Additions Charles Bachand 49
Public Domain Terminal Software Tony Messina 51
The Saturday Night Special Charles Bachand 54
Touch-Tone® Dialer Tom Hudson 57
Educational Computer Games Richard Herring 63
Want to be a SYSOP? Noel & Kim Thomas 74
Default Charles Bachand 81
Siege Glen Raffel 84
Solid States Revisited Tom Hudson 93
PRODUCT REVIEWS
Hayes 1200 Smartmodem (Hayes) .... Tony Messina 17
Microram 64K Memory Board (MPP) .... Ray Berube 28
TeleTari (Don't Ask) Tony Messina 60
Chancellor of the Exchequer
(Mach-lna) Bob Curtin 65
Bruce Lee (Datasoft) Mike DesChenes 67
MiG Alley Ace
(MicroProse) Pat Kelley/Lee Pappas 78
BASIC XL (O.S.S.) Robert L Riggs 80
Dimension X (Synapse) Robert T Martin 88
Star League Baseball (Gamestar) Bob Curtin 91
COLUMNS
Reader Comment 11
New Products Lee Pappas 15
Our Game Joel Gluck 19
Boot Camp Tom Hudson 68
Index to Advertisers 96
ASAUDG COMPUTING (ISSN 0744-9917) M puMiahcd monthly lor »ZH per year by ANALOG Maaukw Corp.. M5 Main Stract, Chcrrv Valley, MA 0161 1. SccoiMj-claaa
paid at Worccatar. MA and additional maililv oAkca.
I
^.
.««#«*«*«*^
• TDMnA'
>
i
AinVWIIIIEEE!
legend of Bruce Lee lives on in the imagination and memory of millions of
fans throughout the world. And now, through the awesome power of tlie
computer, you too can relive the power of Bruce Lee.
Bmce Lee"' combines state-of-the-art technology with the
masterful moves of the martial arts. From devastatingly lethal
kicks and staccato thmsts to the unrestrained fury of every reflex,
the Bruce Lee game explodes with action.
All the force and controlled discipline of Bmce Lee is at your
command. You'll see it in his smooth and graceful leaps. You'll feel it in
your heart as you prepare to do battle with his ominous adversaries. Take
on the Green Yamo and Ninja in hand to hand combat as you fight your
ray through 20 mysterious oriental settings. Unexpected dangers loom as
make your way past exploding bushes and the fire wizard in your quest for
the ultimate treasure.
Bruce Lee. It not only lives up to the expectations of the best
programmers and players around. It lets you live out the life of a legend.
Even in your spare time.
Available now for Atari and Commodore 64 Computers, coming
soon for the Apple II series and IBM PC and PC/JR.
Contact your local dealer or send check or money order with
$3-00 postage and handling. Califomia residents add 6.5% sales
tax to Datasoft.
Suggested retail $34.95.
Datasoft® is a registered trademark of [)alasofl. !nc®
TM Designates a trademark of Unda l*e.
© 1983 Bruce Lee, All rights reserved.
Licensed by Ziv [nlemalional. Inc.
1983 Datasoft Inc.
&^
By
tMUQdtr
Data.soft, Inc. 19808 Nordhoff Place, Chatsworth, CA 91311
CIRCLE #102 ON READER SERVICE CARD.
TheBe
Now, you can get...
1NEW software programs
featuring Stickybear'
the hottest-selling
computer bear in
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The most sophisti-
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New arcade-quality
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New fun learning
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' by a world-famous
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Disk, plus hard-
cover Dook or
game, poster and
stickers in a sturdy,
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binder -with each
program.
There's something
new for everyone in
your family! The
playful animation and
bubble-gum colors in the
educational programs
will captivate your young-
est. While Stickybear
Basketbounce and Stick y-
bear Bo p - games of skill
and sharp wits -challenge
even dedicated arcade
games-players.
Look for Stickybear
software - developed by
Games tor the family
NEW stickybear Basketbounce Stickybear Bop
If Iff
t6h -A'. A',
tei&
Atari®
Owners!
Now Sticky-
bear"' Bop.
Stickybear Bas-
ketbounce, and
Stickybear Numbers
are available for Atari*
Computers with 48K
npi
idi
and disk drive!
Stickybear is a registered trademark of Optimum Re-
source. Inc. Apple* is a registered trademark of Apple
Inc. Atari* is a registered trademark of Atari Inc.
A/M55AE41
Optimum Resource, Inc. for
Weekly Reader Family
Software -in finer computer
stores everywhere. Or, call - -
toll-free 1-800-852-5000, Dept. WeeklvRetider
AE 41 only $39 95 each Famity^Software
A division of Xerox Education Publications
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CIRCLE #103 ON READER SERVICE CARD.
ANALOG STAFF
Editors/Publishers
MICHAEL DESCHENES
LEE H. PAPPAS
Why May/June?
Managing Editor
JON A. BELL
Contributing Editors
JOEL CLUCK
BRADEN GRIFFIN, M.D.
TONY MESSINA
Art Director
BOB DESI
No, we're not going bi-monthly. We're
just moving the cover date ahead one month
— to give us longer newstand exposure. This
does not affect the number of issues we pub-
lish, nor does it alter the number of issues
subscribers will receive.
Contributing Artist
LINDA RICE
Technical Division
CHARLES BACHAND
TOM HUDSON
KYLE PEACOCK
Advertising Manager
MICHAEL DESCHENES
Distribution
PATRICK J. KELLEY
Typography
HENDRICKX &
LARRIVEE Co., Inc.
Production/Distribution
LORELL PRESS, INC.
Contributors
RAY BERUBE
BOB CURTIN
RICHARD HERRING
EDWARD LONIESKI
ROBERT T. MARTIN
GLEN RAFFEL
KIM THOMAS
NOEL THOMAS
LEW THOMITS
ANALOG Magazine
Corp. is in no way
affiliated with Atari.
Atari is a tradennark of
Atari, Inc.
ADVERTISING SALES
ANALOG Computing
Home Office
Michael DesChenes
National Advertising
(617)892-9230
Gerald F. Sweeney <Si Associ.ites
P.O. Box 662
New York, NY 10113
(212)242-3540
Address all advertisin); materials to:
Michael DesChenes — Advertising Production
ANALOG Computing
565 Main Street, Cherry Valley, MA 01611
ANALOG COMPUTING (ISSN 0744-9917) is published monthly for $28 per year
by ANALOG Magazine Corp., 565 Main Street, Cherry Valley, MA 01611, Tel. (617)
892-3488. Second-cla.ss postage paid at Worcester, MA and additional mailing offices.
POSTMASTER: Send address changes to ANALOG COMPUTING, P. O. Box 615,
Holmes, PA 19043. No portion of this magazine may be reproduced in any form
without written permission of the publisher. Program listings should be provided in
printed form. Articles should be furnished as typed copy in upper and lower case with
double spacing. By submitting articles to ANALOG COMPUTING, authors
acknowledge that such materials, upon acceptance for publication, become the exclu-
sive property of ANALOG. If not accepted for publication, the articles and/or
programs will remain the property of the author. If submissions are to be returned,
please supply self-addressed, stamped envelope. U.S.A. Newstand distribution by
Eastern News Distributors, Inc., Ill Eighth Ave., New York, NY 10011.
Contents copyright ® 1984 ANALOG Magazine Corp.
MORE DISK DRIVE FOR YOUR MONEY
In fact, with the ASTRA 1620, you get two superb Disk Drives for the
price of one. The ASTRA 1620 is Single or Double Density (software
selectable) and completely compatible with ATARI DOS or OSA+ DOS.
When used as Double Density, the ASTRA 1 620 has the same capacity
as Four ATARI 810® Disk Drives.
DOUBLE
OR
SINGLE
DENSITY
The ASTRA 1620 can be
either single or double
density, depending on the
software selected. One
drive can be configured for
single density and the
other drive for double den-
sity, or any combination
desired. The ASTRA 1620
is compatible with virtually
any software available for
ATARI® Disk Drives. The
ASTRA 1620 is smooth,
quiet and fast. In Single
Density mode, the ASTRA
1620 stores 88K bytes of
programs or files. In Dou-
ble Density, the ASTRA
1620 stores 176K bytes,
simply twice as much.
TWO DRIVES ... Yes, two superb disl< drives in the same size enclosure normally used for one drive. The ASTRA 1620 measures 7%" wide x
11%" deep X 5%" liigh.
Two drives will open a new dimension of computing for you. The program disl< can be in one drive and the data disk can be in the other. This will
eliminate time consuming disk changes. Backing up disks and copying files will never be easier. Just follow the instructions on the screen and
walk away. The job will be completed within minutes. We have simplified copying from single to double density. With two drives, it's just as easy
as copying in one mode. No disk switching!
Two double density drives give you the power that much larger and more expensive computers have without giving up any of the features avail-
able on the ATARI® Home Computer.
EASY TO USE ... The ASTRA 1620 comes complete with everything you need. Just plug it in, chain it up, and turn it on.
The ASTRA 1620 comes with OSA-l- DOS (The best disk operating system available for the ATARI® computer!). The OSA+ DOS Is completely
compatible with all existing ATARI DOS files. Because the OSA+ user manual is very complete and technical, we include our own simplified user
manual. Between the two furnished manuals, you have the information necessary to perform any task required of your disk drive.
The ASTRA 1620 also contains a data cord, power transformer, and operator manual.
■N
r
flSTRn
SVST6MS
5230 Clark Avenue, Suite 19
Lakewood, California 90712
Phone
(213) 804-1475
CIRCLE #104 ON READER SERVICE CARD.
ISSUE 19
ANALOG COMPUTING
PAGE 7
Darkness
at Noon
Since the first issue 0/ AN ALOG Computing, we have maintained an ambivalent relationship with Atari. Thrilled
with Atari's successes, dismayed by its failures, we continue to support Atari computers, but we refuse to pretend that Atari
has no problems. ANALOG Computing has never been a "house organ" for Atari, and we see no conflict between
reporting sometimes less-than-appealing news about the Atari world, while continuing to support the best home computers
available for under $1,000. Atari's recent past has been bleak, but there are bright rays dawning on the horizon. The
following article, composed by several people, is both an editorial and a cautionary tale of corporate mismanagement.
Only one word adequately describes Atari's rise
and fall: phenomenal. In 1983 the Atari sun plunged
from high noon to a flickering twilight. Atari went
from the fastest growing American company to the
second biggest corporate loser. (Chrysler was the
biggest.) With lightning speed Atari blitzed over ten
million American homes, becoming the second most
recognized brand name in the United States.
Atari . . . the world became synonymous with inno-
vation, adventure, excitement and success.
And then suddenly, like a solar eclipse, the sky
grew dark. In December of 1982 Atari shocked Wall
Street and the world by announcing a projected loss
for the fourth quarter of 1982. A day before the
announcement. Atari chief executive Ray Kassar
sold $250,000 worth of Warner stock. But it was
only the beginning. Atari executives projected a
quick turnaround by the first or second quarter of
1983. It never happened. Although the company still
managed to show a profit of 323 milUon in 1982, it
has reported staggering losses of 536 million for the
first three quarters of 1983! It is expected to show a
loss for the forth quarter of 1983, and current esti-
mates (by new CEO Jim Morgan) indicate that Atari
is "not budgeting for profitability" for the first half
of 1984. If there is one question that keeps coming to
mind, the question is, "What went wrong?"
In a very real sense, Atari has been blinded by its
own brilliance. Becoming a 2-billion-dollar com-
pany almost overnight. Atari did not have a chance
to understand what was happening, and its manage-
ment team, secure in success, did not attempt under-
standing. Atari's success came about in spite of its
management, not because of it.
When the video games began to take off and the
money started pouring in, some of Atari's program-
mers approached Ray Kassar and wanted to discuss
the possibility of receiving some royalties for their
very successful efforts. They were told that they were
no more important than "towel designers" (as re-
ported in the Sanfose Mercury), and were dismissed
with a shrug of the corporate shoulder. In an attempt
to show management that it was wrong, some of the
programmers left Atari and formed a little upstart
company by the name of Activision. Within two
years, Activision had captured nearly 30% of Atari's
video game market, directly contributing to the
1983 decline.
A combination of upstart video companies fueled
by ex-Atarians (Activision, Imagic, etc.) and the
tumbling price of home computers contributed to
the significant decrease in sales of Atari's video game
division and put more pressure on the computer
division to "bring home the silicon." By the end of
PAGES
ANALOG COMPUTING
ISSUE 19
1983, the Atari computer division saw their market
share dwindle from 24% to 12%. A closer look at the
division's activities may provide an understanding of
how this debacle occurred.
Bad moon rising.
Buried among the news of Atari's fourth quarter
loss and Mr. Kassar's stock transfer, rumors of a new
computer persisted. Devout 800 users puzzled over
the release of a new computer, when the ads prom-
ised that the 800 would never be obsolete due to its
modular ROM operating system. But in January it
became official: Atari was going to release a new
computer — the 1200XL.
^^ Atari blitzed over
ten million
American homes,
becoming the
second most
recognized brand
name in
the United States/'
Advertised as having 64K RAM, the 1200 fea-
tured a sleek new designer look, a redesigned key-
board, and a retail price of $899. Atari advertising
called it "the next logical step." Despite its attractive
exterior and soft-touch keyboard, the computer was
a disaster. Its major flaws were its pricing, new oper-
ating system (OS) and "black box" design. At $899
the 1200 was several hundred dollars more than the
800. To justify the increased price, the computer
needed to offer some significant improvements over
the 800. Instead of improvements, the computer was
in reality a step down, a classic example of less for
more. The new OS was not completely compatible
with software that had been written for the 400/800.
Many of the best third-party programs would not
run on the 1200. The result was that many people
sold their 400 or 800 and "traded up" to the 1200
only to find that some of their most valued software
would not work! Even Atari's own Word Processor
would not run on the 1200.
While not as versatile as the Apple II, the vener-
able 800 did have the ability to add extra RAM
boards, 80-column cards, and other peripherals. The
1200 had no expansion slots and, thus, was a much
more limited machine than the 800.
Word quickly spread that the 1200 was the com-
puter industry's Edsel. Rumors of the discontinu-
ance of the 400/800 series sent prospective Atari
owners scurrying to the stores to purchase the "old"
computers before they were gone forever. Ironically,
Atari's introduction of the new 1200XL resulted in
increased sales of its older models!
Darkness at noon.
By spring of 1983, Atari was in deep trouble. Its
announced 45-million-dollar loss, the universal lack
of acceptance of the 1200XL and declining video
game sales painted a gloomy picture, indeed. The
spring and summer of 1983 witnessed Atari's des-
perate attempts to turn itself around, starting with
massive employee layoffs. [Editor's note: as of this
writing, 6oo former Atari employees have charged that
they were wrongfully laid off when Atari moved its com-
puter manufacturing facilities to Taiwan. They have
filed a class action suit against Atari (hut not Warner
Communications, Atari's owner) and are demanding
back pay. ] Atari was trying to come to grips with the
fact that the light of its earlier financial health was
growing dim.
In June, at the Consumer Electronic Show, Atari
had regrouped its forces and announced its plan of
attack. A new series of XL computers were
announced, as well as a new group of hardware peri-
pherals. All featured the designer look of the now
discontinued 1200. Unlike the 1200, however, the
new computers would have an expansion slot and
were much more competitively priced. The line con-
sisted of four new XL computers: the 600, 800, 1400
and 1450.
New hardware products were also announced. A
new disk drive, modem, expansion box and several
printers, all in their designer boxes, comprised what
appeared to be positive signs that Atari was "older
and wiser" and on the road to recovery.
The trouble was that it was too little and too late.
The new computers still used a 1200-style operating
system that was incompatible with a significant
amount of software. Although the pricing was better
($299) for the 800XL, the XL computer line was
really old wine in new wineskins. Nothing exciting or
innovative from Atari stimulated the imagination of
potential buyers. The new disk drive was an improve-
ment, but was still $200 more than Commodore's,
no faster than the old 810, and "featured" a non-
standard "enhanced density" format. Incredible as it
may be, the 1030 modem was Atari's third genera-
tion of telecommunication packages and it still did
not allow uploading or downloading to a disk drive.
Although the 1025 printer was devoid of features
ISSUE 19
ANALOG COMPUTING
PAGE 9
(no underlining, superscript, subscript, graphics and
very, very slow), it did not require the use of an
additional interface. Priced at $250 instead of $550
it would have provided consumers with a functional
low-cost printer. Unfortunately, the printer was
advertised as being "fast and versatile" and "ideal for
word processing."
There were some bright spots in the gathering
gloom. The Atari Touch Tablet, the CP/M Module
(cancelled, but now reportedly revived, along with
the 1450, which should be out by Christmas) and the
1027 Letter Quality Printer were products that were
genuinely exciting and competitively priced, but they
in themselves did not have the power to disperse the
oncoming darkness. Soon after the June CES losses
of over $300 million dollars were announced for the
second quarter Ray Kassar's resignation was ac-
cepted. James Morgan, a Phillip Morris Marketing
whiz, was hired as the new CEO. From June on. Atari
was in chaos. The huge losses, corporate instabiUty
and the bloody Commodore/Texas Instruments
price war all contributed to a company that had lost
its direction and momentum.
Razor blades or razors?
Unable to hold back the approaching eclipse with
its latest hardware offerings. Atari began to look to
software for a way out. During mid-1983, Atarisoft
was announced. The purpose of Atarisoft was to
convert Atari software (games) to other computers,
such as IBM, Apple and Commodore.
The creation of Atarisoft set serious Atari watchers
thinking. Rumors began to circulate that Atari's
market share was so low that it needed to sell soft-
ware for other computers in order to survive as a
company. Others predicted that Atari would become
a software-only company. Sideliners speculated that
a software-only company could be the end of Atari,
because computer software has never been Atari's
strong point. 1983 saw little in the way of interesting
software from Atari. The two best Atari releases.
Atari Logo and AtariWriter, were jointly devel-
oped by third-party developers (LCSI and Datasoft,
respectively). Nonetheless the question was posed:
could Atari survive its present crisis by switching
from razors to razor blades? Unfortunately, the solu-
tion to Atari's problems will not arise from dropping
its hardware products, nor by having Pac-Man and
Pole Position on the Apple and IBM. The problem
cuts deeper than "razors or razor blades."
Appliances and kings.
Stephen Ross, Warner's CEO, is reported to have
said that Atari's problem is one of marketing. But
Atari had no trouble marketing its VCS 2600 sys-
tem. It had no trouble making Pac-Man a household
word. Atari's problem is management. A recent arti-
cle in West magazine, reprinted in InfoWorld, chroni-
cles the imperial dynasty of the Kassar years. It
appears that all of Atari's top managers were kept
quite busy playing courtly politics. In a corporate
structure where one was never sure of one's status or
future, gaining and keeping the emperor's favor took
precedence over developing and delivering quality
products.
But Atari's managment methods, as bad as they
may have been, cannot take all the blame. Atari's
problem is that it never understood the computer.
The computer is fundamentally different from any
kind of product that preceded it. It is a multipurpose
device that requires the successful integration of
hardware, software, documentation, marketing and
sales. Atari has not fully grasped this and perhaps,
never will. Almost all of the top management were
computer illiterates. They routinely made major
software and hardware decisions about a product
which they did not understand and could not use. To
Atari, the home computer was a glorified typewriter
or souped-up game machine. It was marketed like a
washing machine or stereo.
^Ironically, Atari's
introduction of the
new 1200XL
resulted in
increased sales of
its older models!^'
One of the first rules of successful sales is "Know
Your Product." At Apple Computer, there is an
Apple on every desk. You would be hard pressed to
find a typewriter at Apple. If the corporate execs at
Atari took a computer out of the box and tried to do
something with it, they might realize that you need
more than a glossy four-color brochure with stun-
ning pictures of how to plug in the machine. The
documentation of the XL series has been among the
worst in the industry. Who else but Atari would start
building BASIC into their computers (three years
after everyone else) and then include absolutely no
documentation whatsoever on how to use the lan-
guage! Computer illiteracy. How else can one explain
the marketing of a printer (the 1025) which was
unable to perform any of the functions of the word
processor that it was designed to be used with?
PAGE 10
ANALOG COMPUTING
ISSUE 19
Fortunately, there are some pockets of computer
literacy in the company. Many middle management
personnel use the computer for word processing and
financial modeling, as well as recreational program-
ming. Atari Customer Relations boasts of an
extremely knowlegeable cadre of technical support
people who work feverishly to clean up the messes
that their computer illiterate management has made.
They provide a toll-free help line as well as a wide
variety of supplementary documentation. Without
these internal pockets of knowledgeable users, I
don't think that Atari could have made it this far.
Electronics for people.
Will the present eclipse be partial or full? Will
Atari survive? In some form of a corporate entity;
yes. As a major manufacturer of home computers?
Some analysts believe that too much has been wrong
at Atari for too long for a new fire to be rekindled in
its home computer hearth. However, the April 1984
issue of Computers & Electronics predicts that sales of
home computers will hit $3.6 billion for 1984, with
Atari capturing 20% of the market, second only to
Commodore. CEO Jim Morgan has given a hint of
what might lie ahead when he says that no company
has given the consumer a real reason to buy a home
computer. Morgan's view of Atari's future is that of a
consumer electronics company that makes products
people want.
Morgan has indicated that he is interested in pro-
ducing innovative semi-dedicated microprocessor
products that enhance the quality of people's lives.
These products are not necessarily keyboard driven
or general purpose machines like the current genera-
tion of home computers. Morgan seems to have the
potential to restore decency and intelligence to
Atari's management, and therein lies its hope for
sunnier days. Atari seems to have lost the home
computer battle but may still win the computer elec-
tronics war. Time will tell if Atari can regain the
brilliance, innovation, creativity and energy of former
years. The current situation makes it almost certain
that, if Atari does survive this dark night of its cor-
porate soul, its slogan will be "Electronics for Peo-
ple," not "Computers for People." D
Readers who would like to respond to this editorial,
write:
Reader Comment
P.O. Box 23
Worcester, MA 01603
Some program listings reproduced in A.N.A.L.O.G. may contain "strange" characters not shown on
the ATARI keyboard. These are special characters which use the CTRL, ESC and "ATARI LOGO"
(INVERSE) keys. Shown below is a list of these characters and the keystrokes used to get them. D
«
CTRL
r
CTRL.
A
CTRL
B
CTRL
C
CTRL
D
CTRL
E
CTRL
F
CTRL
G
CTRL
H
CTRL
T
CTRL
J
CTRL
K
I
CTRL
L
■■
CTRL
H
^
CTRL
N
■
CTRL
*
CTRL
P
r
CTRL
—
CTRL
R
+
CTRL
5
•
CTRL
T
B
CTRL
U
1
CTRL
V
T
CTRL
u
X
CTRL
X
1
CTRL
V
L
—
CTRL Z
k
—
ESC ESC
f
—
ESC CTRL
UP-ARROH
*■
—
ESC CTRL
DOHK
l-ARROU
♦
—
ESC CTRL
LEFT
-ARROH
■»
—
ESC CTRL
RIGHT-ARROM
«
—
CTRL .
•
—
CTRL ;
K
—
ESC SHIFT CLE(ftR
i
—
ESC BACK
5
*
—
ESC TAB
C
—
INVERSE
CTRL
M
i:
—
INVERSE
CTRL
A
1
—
INVERSE
CTRL
B
'J
—
INVERSE
CTRL
C
:i
—
INVERSE
CTRL
n
—
INVERSE
CTRL
E
^
—
INVERSE
CTRL
F
w^
—
INVERSE
CTRL
G
r
—
INVERSE
CTRL
H
r
—
INVERSE
CTRL
I
1
—
INVERSE
CTRL
J
h
—
INVERSE
CTRL
K
J
—
INVERSE
CTRL
L
■ INVERSE CTRL M
■ INVERSE CTRL N
I INVERSE CTRL
B INVERSE CTRL P
n INVERSE CTRL O
: INVERSE CTRL R
:; INVERSE CTRL S
□ INVERSE CTRL T
■ INVERSE CTRL U
I INVERSE CTRL V
~ INVERSE CTRL H
:: — INVERSE CTRL K
I INVERSE CTRL
U INVERSE CTRL
Q ESC DELETE
Q ESC INSERT
Q ESC CTRL TAB
B — ESC SHIFT TAB fSET)
■ INVERSE SPACE
■ INVERSE _
D INVERSE CTRL .
Q INVERSE CTRL ;
II — INVERSE I
□ ESC CTRL 2
U ESC CTRL BACK S
U ESC CTRL INSERT
V
Z
tCLRJ
ISSUE 19
ANALOG COMPUTING
PAGE 11
I _V A 1 I
n k
■ IkTi I ITi I
^i k i I l i 1
Dollars and Cents
in Atari BASIC
Like most versions of BASIC,
Atari BASIC does not print zero
values. If you work with dollar
values and the cent value is zero,
BASIC does not print the decimal
point and the zero cent value. For
example, $25.00 will be printed
$25, and this would look rather
strange.
The following one -line routine
will overcome this problem for
dollar amounts with up to three
zero decimals. The result always
shows two zero decimals. For ex-
ample, if the program has com-
puted the following values for
the numeric variable X, the con-
verted result in a string, V$, always
shows two zero decimals.
Example:
M=25.ee0
K=25.O0
X=25.e
K=25
Resuh always V$ = $25,000
Here is the one-line routine which
solves this above problem:
«S=5TllSCK+.886J :U=LEHCVS3 :
gs=vsci,v-i>
This routine also takes care of
rounding in case of three decimals,
i.e.:
K=25.8ei — > US="25.8e"
X=25.ee5 — > V$-"25.91"
X=25.608 — > yS="25.ei"
Sincerely,
Fred Jansen
"Winnipeg, Canada
Dear ANALOG,
I've been wondering for a long
time if there is any way to "kill"
the SYSTEM RESET key. I know
that POKE 590,1 will disable the
key, but it will also get rid of the
program when pressed. I hope that
you will tell me the answer to this
as it is very important to me. Also,
if you don't have a printer to make
a copy of the program, can you
still submit articles and programs
to ANALOG?
Thanks for your attention.
Greg Taunt
Springfield, MO
1. There is no way to disable the
SYSTEM RESET key, unless you
physically disconnect the keyswitch.
2. We prefer that submitted arti-
cles include printed program listings,
but if this is not possible, we will
accept submissions with programs on
cassette or disk only.
—TH
1 recently wrote to the attention
of Bert Williams and Tom Hamel
about some trouble I was having
with their disk cataloging utility in
issue 11. I am using a 48K 800
with a Percom double density
drive and OS/A+ or ATARI DOS
2.0. The program as I typed it
CHECKed perfectly, but when
RUN would apparently hit an
ERROR when it tried to read a
disk directory. Now remember, I
just purchased the disk drive and
am trying to learn how to use the
DOS's.
Well, to make a long story fairly
short, after I sent off that letter, I
read up as much as I could on
drives and operating systems.
Then, after another attempt at
debugging, I realized that the pro-
blem was two-fold:
1 ) The routine to read the
directory, being booted in
double density, would see gar-
bled material when it tried to
read it from an ATARI DOS
single density disk.
2) The part that formatted
the DATA lines from the
directory was set up for the
display of an ATARI DOS
disk directory and printed
meaningless information to
the DATA lines when reading
the different display format
of the OS/A+ directory.
The remedy was simple, now
that the discrepancy was obvious.
All I had to do to use the catalog
utility on an ATARI DOS format-
ted disk was to boot the program
in that format. Then all I had to do
for the OS/A+ was to rewrite the
lines printing the DATA lines for
FILENAME.LST
These changes are outlined here:
The DIM statements in Line 70
must be changed to handle the
wider directory display of OS/A+:
78 DIM FILE5{Q3+034J ,CSC03
+a34),FASCQ3+Q34}
Change the "end of directory"
search in Line 420 to:
428 INPUT t*01,FAS:IF Fft$ tQ
7,018J="FREE" THEM ? C;","
;FflSCQ3,Q343;",8":G0T0 Q43
»Qie+Q38
The FOR-NEXT loop in Line
425 must be changed to:
425 ? c;",";:FeR I=Q3 le Q
34: IF FASa,I)=" " THEM ?
FftSCI,IJ; :MEKT I
Then delete Lines 430 and 435,
and change 440 to read:
448 ?
■;Ffl$CQl+Q34,373;
And that's all there is to it! It's
amazing what you can learn if you
try! So now I have two catalog
disks — one for those formatted in
double density and one single
density.
See you later,
Patrick Stewart
Reno, NV
PAGE 12
ANALOG COMPUTING
ISSUE 19
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Dear Sirs,
This is the first time that I had
seen your magazine locally and
bought it (#17). I am wondering
why, in your "DISK MISER"
article, did you use two types of
BASIC? Listing 1 is in regular
Atari BASIC, and Listing 2 is in
Microsoft BASIC. For people who
only have Atari BASIC, like myself,
it makes it a little hard to use your
programs. Thanks.
Sincerely,
V.L. Burton
Great Falls, MT
"Disk Miser" runs fine in Atari
BASIC. Listing 2 of the article is
not Microsoft BASIC, hut the assem-
bly language source code for the
DATA in lines 600-610 0/ Listing
1. You don't need to type Listing 2
to use the program; it's provided so
that advanced programmers can see
how the program operates.
— TH
Dear ANALOG,
I have become reasonably flu-
ent in Atari BASIC, jazzing it up
with machine language as I am
able to, and compiling it with
ABC (compiler). I'm pleased with
this approach, but I can see that
machine language programmers are
able to do things that can never be
done directly through BASIC. So
I took on the formidable task of
learning 6502 machine language.
Then, as your magazine has hinted
at in past issues and I have heard
from other sources. Atari comes
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out with a new advanced compu-
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sor. My question to you is: how
useful would knowledge of the
6502 be in those circumstances?
Sincerely,
Walt Huber
Atwater, CA
An important thing to remember
about programming is that effort
spent learning another language is
NEVER wasted. Most ANALOG
programmers knew 8080 assembly
language, and when the Atari com-
puters showed up, we picked up 6502
assembly relatively quickly.
In the event that Atari moves up to
a 16-bit processor, knowledge of the
6502 will only help you learn the new
chip faster. Sure, there'll be differ-
ences, but there will also be a lot of
similarities.
— TH
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ATARI is a trademark o( ATARI. INC
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viewing with a proven psychological technique
that was banned by the F.C.C.
Buy the Expando-Vision Interface for $99 and get
the Rom Cart of your choice for Free!!!
Rom Carts are available for:
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Study Habits Smoking Control
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Additional Rom Carts S29.95 each
3RD Party Printer Interfaces
Interfast I 139.00
Apeface w/cable Included 69.95
PRINTERS
SUPER SPECIAL - Prowriter Package
with Apeface or Interfast I Call
Axiom AT-100 229.00
Axiom AT-550 329.00
ATARI
Programming 2 & 3 - T . . . . 23.95
Conversational Lang - T . . . 44.95
Music Composer- Carl . . .32.95
My First Alphabet - D .... 26.95
Toucti Typing - T 19.95
Home Filing Mgr. - D 37 95
Mailing List -T 19.95
Caverns of Mars - D 28.95
Computer Ctiess - Cart . . . 26,95
Missile Command - Cart . . . 26.95
Super Breakout • Cart .... 26.95
Star Raiders - Cart 32.95
Assembly Editor - Cart .... 46,95
Basic -Cart 41.95
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Pilot (Home Pkg.) - Cart . . . 58.95
Invitalron to Program IT... 19,95
Speed Reading -T 55.95
Basketball - Cart 26.95
Grapti-it-T 15,95
Juggles House - D/T 22,95
Pilot (Educator) - Can . . . .97 95
Video Easel - Cart 26,95
Detender- Cart 32,95
Galaxian - Cart 32,95
Qix - Cart 32,95
Dig Dug - Cart 32,95
ET - Cart 37,95
Timewise - D 23.95
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Donkey Kong - Cart 37,95
Ms, Pac-Man - Cart 39,95
Tennis - Cart 35,95
Eastern Front - Cart 32,95
Donkey Kong Jr, - Cart . . . 39.95
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Logo - Cart 79,95
Robitron - Cart 35,95
Pole Position - Cart 39,95
Microsoft Basic II - C 67,95
Paint - D 33,95
Caverns of Mars - Cart .... 32,95
Joust - Cart 39,95
Visicalc-D 159,95
THORN
War Games - Cart 27,95
Hockey - Cart 27,95
Soccer - Cart 30,95
Submarine
Commander - Cart . . . 30,95
SIERRA ON-LINE
Homeword - D Call
Dark Crystal - D 27 95
Frogger - D/T 23,95
Ouest For Tires- D . . . . 23 96
Ultima I- D 23 95
Ultima II -D 41 94
Wizard/Princess- D .... 22,95
SPINNAKER
Up For Grabs - Cart 27,95
Cosmic Life - Cart 23,95
Facemaker - Cart/Disk .... 23,95
Alphabet Zoo - Cart 23,95
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Delta Drawing - Cart 27,95
Story Machine - Disk 2395
Rhymes & Riddles - D .... 20,95
Amazing Things - D 27 95
Hey Diddle Diddle - D .... 20,95
SnooperTroopslor2-D ..30,95
Trains - D 27,95
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sinius
Bandits - D 23,95
Way Out - D 27 95
Repton - D 27 95
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Blade ot Blackpoole - D . . 27 95
Type Attack - D 27,95
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GAMESTAR
Baja Buggies -D/T 22,95
Slarleague
Baseball - D/T 22 95
Starbowl Football D/T . . . 22,95
SEGA
Buck Rogers - Cart .... 27,95
Star Trek- Cart 27,95
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Tac Scan- Cart 27,95
EPYX
Gateway To Apshai- Cart 27,95
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Lunar Outpost - Cart 27,95
Swal Rescue ■ Cart 27,95
Silicon Warrior -Cart ....27,96
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Jumpman Jr, - Cart 27,95
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Temple of Apshai - D/C . . .27,95
Hellfire Warrior - D/C .... 20,96
Fun With Art - Cart 27,95
INFOCOM
Deadline- D 34,96
Witness - D 34,96
Zork I, II, III - D 27,95
Starcross - D 27,95
Planetlall - D 34,95
Suspended - D 34,95
Enchanter -D 34,95
Infidel - D 34,95
Hundreds of items
available for the ATARI
. . . please call.
LJK
Letter Perfect - D 74,96
Data Perfect - D 74,95
Spell Perfect - D 64 95
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AE - D 23,95
Arcade Machine - D .... 4195
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Money Wizard - D 49,95
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Spell Wizard- D 34 95
Genesis - D/T 20,95
Heathcliff- D/T 20,95
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Micropainter- D 23,96
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Blue Max - D/T 23,95
Dimension X- D/T 23,95
Drelbs- D/T 23,95
Encounter- D/T 23,95
Necromancer - D/T .... 23,95
Quasimoto - D/T 23,95
Rainbow Walker - D/T . . . 23,95
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For Technical Info, Order
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800-558-0003 414-351-2007
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COIilPUTABILITY
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Ivlon-Fri 1 1 A(v1 - 7 PM CST
Sat 12 PIVl-SPM CST
ORDERING INFORMATION For fast delivery send castiier'scfieck, money order or direct bank transfers.
Personal and company checks allow 2 weeks to clear Cfiarges for COD are S3. 00. School Purchase
Orders welcome In CONTINENTAL USA. include S3, OOshipping per software order. Include 3% shipping
on all Hardware orders, minimum S3, 00, Mastercard & Visa please include card # and expiration date, Wl
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Carrier Force - D 4 1 ,95
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Astrochase - Cart 34,95
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MISCELLANEOUS
Castfe-Wolfenstein - D . . 20 95
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Master Type ■ D/Cart . . . 27.95
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Flight Simulator II ■ D . . . 37.95
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Basic XL - Cart 74,95
Monkey Wrench II - Cart . 49,95
Omnimon 82,95
Scraper Caper - Cart . . . 34,95
BOOKS
Compute's First
Bk/Games 12.95
Inside Atari DOS 19.95
Mapping the Atari 14.95
Machine Language/
Beginners 14,95
Your Atari Computer ... 16,95
The Atari Assembler .... 12,95
Visicalc Book-Atari .... 14,95
ACCESSORIES
WICO Joystick Call
Flip 'n' File Trunks 20,95
Flip 'n' File Cart 20,95
Joysensor 24 95
Elephant Disks
(Box of 10) 20,00
WICOTrakball 37 96
KRAFT Joystick 15 95
- Disk T - Cassette
Cart - Cartridge
|CIRCLE#110ON READER SERVICE CARD.
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©1984 Digital Devices
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ATARI IS A REGISTERED TRADEMARK OF ATARI. INC.
CIRCLE #111 ON READER SERVICE CARD.
ISSUE 19
ANALOG COMPUTING
PAGE 15
by Lee Pappas
As we enter spring, we find many new and varied
software and hardware products hitting dealer
shelves. Dimension X, the long-awaited game from
SYNAPSE, is similar to several Battlezone-type
programs on the market (including SYNAPSE's own
Encounter). Although Dimension X's graphics
are somewhat flashier than those of Encounter, the
gameplay isn't very innovative and probably won't
hold your interest too long. The only outstanding
feature of the game is the scroU-in-any-direction
moire pattern landscape. When you're not flying
over the ground zapping Rigillians, you're flying
through tunnels connecting more enemy sectors.
Navigating these tunnels consists of centering a cur-
sor between two moving vertical planes and avoiding
horizontal "gate" lines. This part of the game, unfor-
tunately, doesn't live up to the promise of the lands-
cape graphics. (For a further review of Dimension
X, see page 88.)
Fortunately, SYNAPSE rebounds with Relax, the
most innovative and controversial piece of Atari
software to be released so far this year. Comprised of
both hardware and software. Relax uses bio-sensory
techniques, allowing you to monitor your own stress
levels. I had a chance to experience Relax first-hand,
and found it quite fascinating and not at all "gim-
micky." A headband containing sensors registers the
wearer's muscle tension. With the aid of several
programs included in the Relax package, you may
display an analytical scrolling graph, a colorful
kaleidoscope display, or a game where you must
control the path of a balloon floating over obstacles.
A workbook and audio cassette are also included.
Relax.
Space Cowboy.
Space Cowboy is a new game from AVALON
HILL. As the title character, you must escape from
imprisonment on the feudal planet Dungeon and
make your way back to your spaceship. You must
traverse a three-quarter view 3-D landscape, not
unlike BRAM's Zombies or the landscape in Zaxxon.
Your escape is made difficult by oil slicks, pitfalls
and robot lasers.
From DATASOFT comes Bruce Lee, based on
;he film exploits of the late martial arts expert. As
Bruce Lee, you must penetrate up to 20 secret
chambers of the menacing fortress of the Evil
Wizard, capturing treasure along the way. In your
journey through the fortress, you must fight the
forces of the deadly Ninja, the massive Sumo
wrestler Yamo and the magic of the Evil Wizard.
Suggested retail price for the game is $34.95.
DATASOFT is also releasing The Dallas Quest,
based on the hit nighttime soap opera; Nibbler, a
translation of Rock-Ola's arcade game; the educa-
tional program Heathcliff , based on the syndicated
PAGE 16
ANALOG COMPUTING
ISSUE 19
cartoon character; Letter Wizard, a follow-up to
DATASOFT's earlier word processing programs;
the survival games Genesis and Lost Tomb, the
latter based on STERN ELECTRONIC's arcade
game.
MICROBITS has released a 64K memory module
for the 600XL computer (see review on page 28.)
They also have MicroFiler, a file management pro-
gram for $49.95 that has user-adjusted screens and
cassette/disk storage capability. RKS INDUSTRIES'
new filter protects your modem and equipment
against surges over communication lines. And
ADVANCED INTERFACE DEVICES has a serial
bus modem adapter for the 400/800, 600XL/800XL
lines. This unit permits most modems and RS-232
devices to be used on the Atari without the 850
interface module. The cost is $49.95.
Advanced Interface Devices' adapter.
RKS Industries' filter.
FIDELITY INVESTMENTS of Boston has
announced a computer-based home brokerage trad-
ing service. This allows customers, on a 24-hour
basis, to enter buy and sell orders on posted and
OTC stocks and options. Investors can also receive
quotes, updates, and review their tax records. FI can
be reached at (617) 292-7040.
ADVANCED FINANCIAL PLANNING offers
an Atari compatible program, Life Insurance
Planning, capable of calculating inflation rates, the
user's total estate needs (including future expenses),
and other factors (Social Security, outside sources,
etc.), after all data has been input into the computer.
The program requires 32K and costs $29.95. When
purchased with the company's Retirement Plan-
ning programs, the total cost drops to $49.95.
Stomper and C'est La Vie are two new products
ADVENTURE INTERNATIONAL touts as inno-
vative arcade games. In the latter, you play a character
who picks up money off the streets, attempting to
build a fortune. His pursuers include loan sharks, tax
collectors, and criminals. Players may invest the
money in banks and the stock market (the next best
thing to the Massachusetts Megabucks jackpot).
Stompers pits you against pests at a picnic-outing.
Al is also releasing #13 in their adventure series.
Sorcerer of Claymorgue Castle. Aimed at the
experienced adventurer, the scenario is that of a
medieval magic theme. XLENT SOFTWARE now
has Mode Mixer, a display list altering programs,
and Battle Stations, a war game.
COLLECTOR'S DATA SERVICE provides a
huge gallery for those interested in nearly any topic:
stamps, cars, yachts and travel represent only a small
fraction of what this system could support for the
serious collector. Hundreds of local phone numbers
put you in touch without toll calls. For more infor-
mation call (206) 281-7273.
Two programs from HOME COMPUTER SOFT-
WARE are Plaqueman and Kids Say the Darn-
dest Things ... to Computers. The latter, based on
Art Linkletter's "KIDS SAY" books, centers around
creating and telling stories. D
■ WE HAD A TOUGH DECISION . .
1 WAS our EZ 10 use, all computer 4-D sketchpad
' a aame a toy, an adventure or just another
orinWx whatsis. And what name would stinnu-
?ate theTrnagination and desire of those who
would appreaate and enjoy such a remarkable
tool. ..
AFTER days of divebombing buildings ships
and tanks of our own design .... lifting off
^rbitinganddescendinguponwholeptenetso,
™ir nwn desian . . and swooping past ano
atout cars pPanes and starstiips of . you
gS^ssed it . ^ . . our own design, we had our
answers:
S.T.A.R.P.A.D.
fSpace Time Adventure Recorder with
Perspective in All Dimensions)
nwiY STARPA.D. lets you actually see
°';'h™ugVthe eyes of vo- computer to s,mu^
laneouslv draw on all 3 XY^ pianeb. iiu
'separate coordinate calculations required -
the computer does it all! Then S.T A.r^p.a_lj^
2,3 vou study, analyse and delight amidst 3-D
or7-D images of your design from any s a^
fcnary or prograrlimed moving or loystick
controlled angle.
DISK & MANUAL: Only 34.95 for Atari or Com-
modore 64. In Vinci Soft, 4414 Murrayhill Rd.,
Charlotte, NC 28209.
VISA and Iv/lastercard Accepted
YOUDON-T JUST DRAW WtfHA
STAR-PAD YOU RIDE ONE!_
CIRCLE #128 ON READER SERVICE CARD.
ISSUE 19
ANALOG COMPUTING
PAGE 17
HAYES SMARTMODEM 1200
HAYES MICROCOMPUTER PRODUCTS
5923 Peachtree Industrial Blvd.
Norcross, GA 30092
$699.00
by Tony Messina
I have received many calls and letters over the past
several months inquiring into my whereabouts (or
lack thereof) in the pages of ANALOG Comput-
ing. You see, friends, I have been heavily involved
with substances, materials and other items which
have reduced my brain to what looks like a blob of
smouldering jello. No, it's not what you think. Actu-
ally, I have been locked away in a lab for the past six
months, tasked with interfacing a variety of com-
puters via a telecommunications link. I have been
successful, and the task is done.
What does this have to do with my review? Well,
the piece of hardware which made my task much
easier than anticipated was The Hayes Smart-
modem 1200. Those of you who have not read Charles
Bachand's article on modems elsewhere in this issue
should read it before proceeding. If you already
know what a modem is and how it works, then let's
talk about the Hayes Smartmodem 1200.
What's a Smartmodem 1200?
The Hayes Smartmodem 1200 (I'll refer to it as
HS1200 from this point on) allows your computer
to access the outside world via the telephone lines.
So what, you say, that's what they all do! Correct,
but the HS 1200 is one heck of a souped-up way to do
it. Many modems allow operation at 300 baud, while
others allow 1200 baud. The HS1200 allows both
and is restricted only by the baud rate of the device
with which you are communicating. In addition the
HS1200 is very "smart," hence its name.
How smart is it?
I'll address the above question by first describing
what is behind the intelligence of this modem.
The HS1200 has an internal Z8 (not Z80) micro-
processor. Along with this, the real "brains" behind
the operation is a 4K ROM controller program. What
does this 4K ROM allow you to do? The program
allows the modem to communicate with either you
or the computer. This modem can be given com-
mands and will answer you with either English rep-
lies or numbers. There are too many commands to
discuss, but the most important commands are:
1 ) A — > Answer the phone.
2) A/ — > Repeat the last command given (it
remembers).
3) D(TP) — > Dial the phone (touch or pulse
dial).
4)H — > hang up the phone.
This is a very brief list, but it gives you an idea of
the capabilities the modem has. The commands usu-
ally have parameters which are sent along with the
command. For example, to dial a phone number one
would send the modem AT (attention modem) DT
1-401-845-7742 (Dial the number — touch-tone
dialing 1-401-845-7742). Without the explanation,
the command would be ATDT 1-401-845-7742.
Upon receipt the modem would "pick up the
phone" and dial the number listed. Actually, with
this modem you do not need a telephone at all!
Everything is built inside the unit. The wire coming
out of the wall connects directly to the modem.
The Hayes Smartmodem 1200.
There are actually two states that the modem can
be in. COMMAND state allows you to send com-
mands to the modem (nothing goes across the tele-
phone lines). ON-LINE state is automatically entered
when the modem detects a carrier signal and hooks
into the remote computer, or when the modem
answers the telephone and then allows another com-
puter to hook into it. You may have noticed that I
said that the modem answers the phone. This is
another feature commonly called AUTO-ANSWER.
The modem can be programmed to answer the
phone on the number of rings specified (1-255).
This can be useful for running a bulletin board,
having your computer waiting for you to call from a
remote location or zapping a crank caller with a
(Continued next page.)
PAGE 18
ANALOG COMPUTING
ISSUE 19
carrier signal they don't expect. One question which
probably comes to mind: If I don't need a phone with
the modem, how do I know what is occurring on the
line when I dial a BBS or remote computer? The
modem is equipped with an internal speaker and
allows you to monitor the call. The modem does not
have a microphone, so you cannot talk to anyone
while it is connected.
Documentation.
Although I have been rambling on about how
smart the HS 1200 is, there are a few items I forgot to
mention. You must write the programs to control it
or to send it commands, if you want to control it
automatically. Don't be frightened away, because
this is where we discuss the documentation.
The HS1200 owner's manual is one of the nicest I
have seen. It contains 48 pages of no-nonsense
information, along with eight appendices to help you
with anything from RS-232 Pin assignments to
hooking up the modem for use with an amateur
radio. Everything you need to know about setting up
and operating the modem is in here. There are even
pseudo-programs to show you how to do control the
modem from your computer. These can easily be
converted to BASIC, or whatever language you are
familiar with.
Many companies sell you a product and then leave
you on your own. Not so with Hayes. Any problems
will be handled in a professional and timely manner
via their customer service line.
Is this for you?
I did want to mention that this modem may not be
for you. You may have noticed that the list price is a
bit overwhelming. Careful shopping can yield prices
between $400-$500. Those of you who only intend
to telecommunicate on an occasional basis may not
find use for many of the modem's features. If you
plan on running a bulletin board or want to take
advantage of the many fine programs available which
specifically support the HS1200, then it is definitely
worth your while.
The HS1200 is considered the ultimate in high
speed, affordable modems. I can personally vouch
for the reliability of the HS1200. Within our organi-
zation we have three HS1200's. All of them have been
running twelve hours a day, five days a week for the
past two and a half years. One malfunction occurred
which caused the modem to be shipped back to
Hayes. The modem was returned within three days
and is back on-line. Considering the alternatives, 1
would not want to sacrifice this kind of reliability
and service in order to save a few dollars. D
UNLEASH
SHAPES AND SOUNDS
FOR THE ATARF
Herb Moore
You only need a beginner's skills in
Atari BASIC to embark on an exciting
journey through color and sound.
Shapes and Sounds for the Atari is
your guide.
Shapes and Sounds for the Atari lets
you unleash your micro's sound and
graphics capabilities for stunning
results. Turn your Atari into a music
synthesizer that accompanies itself
with brilliant, constantly changing pat-
terns. Create new computer games
the whole family will enjoy. Dozens of
sound and graphics routines on your
program disk can be expanded or
adapted to form a virtually limitless
library of kaleidoscopic effects.
ATARI^' is a registered trademark of Atari. Inc. 10158
Two S'A" disks with documentation
for the Atari 400, 800, or XL series
with 32K minimum memory.
(0 47188547-9) $45.00
Look for Wiley Professional Software
at your favorite computer store.
For faster service
CALL TOLL FREE
1 800 526-5368
In New Jersey, call collect (201) 342-6707
Order code* 5 -10 15
VISA. MasterCard, American Express
accepted on phone orders.
Or write Kent Livingston for further
information.
WILEY PROFESSIONAL
SOFTWARE
A division of John Wiley & Sons, Inc.
605 Third Avenue W" W/^ "^
New York, N.Y. % % 7
5-1014 PROFESSIONAL
Unlocking the power of computing
->V SOFTWARE
JVV
CIRCLE #112 ON READER SERVICE CARD.
ISSUE 19
ANALOG COMPUTING
PAGE 19
by Joel Gluck
Yow! Vacation's over, and it's time for Our
Game, the only column in which you, the reader, get
to influence the course of history! Yes, merely by
sending in your ideas, criticisms, and comments, you
can have your say as to what "our game" (the game
we are writing together) will be like! In fact, if you
send in some really interesting thoughts, they may
well be printed in these very pages!
Enough hype. Let's get down to the nitty-gritty.
Last time I promised that we would soon start the
development of ""our game" itself. Well, I haven't
broken my promise. Read on and you'll see how to
participate in Our Game's Special Election Year Game
Idea Vote! But before we get on to this new business,
let's first take care of some old business . . .
Reader mail!
What would Our Game be without reader mail?
Not very exciting, for starters. It's no fun to hear
only one point of view (specifically, mine). But,
thanks to a few brave souls who had the courage to
take the dreaded leap off the eyebrows of anonymity,
and into the far-seeing and all-encompassing Atarian
public eye, the great tradition of reader mail goes on!
(If you found that last metaphor a bit overdone, call
the Ridiculous Metaphor Hotline at 1-800-555-
1234).
Allen Harberg of Glastonbury, Connecticut, writes:
"Here's a game for the entire family: Diaper Panic. Two
doting grandparents rush to return an infant to its parents
before time runs out."
Thanks, Allen, for your, uh, game idea. . .
Larry Friemel, of FuUerton, California, has a gripe
for the software industry:
' 'I feel time and care must be spent on vuriting software-
embedded instructions and accompanying documenta-
tion. It should be of a quality that anyone reading it can
understand and can feel satisfied that they have
control over their program. Most software documen-
tation today is like Chinese food, i.e., you may feel satis-
fied at first, but as you get deeper into it you find it says less
and less, leaving your appetite unsatisfied — often to the
point of frustration. You get the feeling that, just maybe,
someone spent a whole day describing a piece of software
which took months to create, refine and make marketable.
We should deplore such works which are written as
adventure games, leaving it up to the user to hunt for clues
about how to use them."
I agree with your views on documentation, Larry,
although I do feel that the situation is improving, and
that most software companies today spend quite a
bit of effort and money on good documentation. As
for Our Game; a discussion of the ingredients of
good documentation is in the works — and "'our
game" itself will certainly have decent internal and
external documentation.
In general, the question of documentation will
become less important as systems become easier and
friendlier to use. Apple's Macintosh is an excellent
example of this: its operating environment is
extremely friendly and does not hide features, mak-
ing documentation practically unnecessary. (Of
MILES
ACCOUNTING
SYSTEM II
The Finest Accounting Software Available for the Atari Today
It's g ood for business.
Who says the Atari is just a
games machine? Not us. And we
have the software to prove it.
There's no longer any reason to
spend thousands for a "business
computer" when your Atari and
Miles Accounting System II can
handle any accounting situation
your business can throw at it.
Miles Computing has the hands-
down, best accounting software
available for the Atari today. We
think you'll agree.
The Critics' Choice.
The critics agree. Here's what
some of them said about Miles
Payroll System:
"The package is flexible and capable of
holding and manipulating a wide spectrum of
information. In fact, it is hard tothinkofanarea
the program does not cover."
—Desktop Computing
"The performance of Miles Payroll System is
excellent. It handles all its promised features
quickly and easily. ...It is an easy-to-Iearn
progi-am that is very powerful."
— hifo World
"The documentation is excellent — well-
written, clear and concise."
—Desktop Compiituig
"So much for the Atari's reputation of being a
games-only machine."
—Desktop Competing
Hardware Requirements: Atari computer
with 48k, any 80 column (minimum) printer,
and 2 disk drives (single or double density).
Double density drives will greatly increase the
capacity of Miles Accounting System II.
Price: $145 per module. Buy any 3 modules and
get the 4th one free.
InfoWotld
Miles
Payroll System
^
□ n D &?
"In all resiiects —
features,
performance, ease of
use, documentation
and support— this is
a professionally
conceived and
executed program.
We look forward to
other business
software from Miles
Computing that will
serve the needs of
Atari owners."
—InfoWorld
The Complete
Accountin g S ystem.
There are six separate modules
in the system. Each functions
individually as a complete stand-
alone program. All six modules can
also be easily linked resulting in an
extremely powerful integrated
accounting system.
G/L
General Ledger System*
Allows interactive maintenance of the chart
of accounts file, including add. change/inquiry
and delete. Handles up to thirteen accounting
periods, supports multiple profit centers, prints
source cross-reference reports, financial
statements (Income Statement. Balance
Statement, Statement of Cash Flow).
A/R| Accounts Receivable System**
This comprehensive system processes and
maintains records from customer invoices and
cash receipts, calculates service charges,
maintains sales history and credit rating
records. Allows aging. Handles both oi3en items
and balance forward customers.
A/P
Accounts Payable System***
Keeps accurate status of all outstanding
obligations: prints cash requirements report,
allows flexable payment selection, including
partial payments, prints A/P checks and check
register, prints vendor analysis report.
CIRCLE #113 ON READER SERVICE CARD.
I PAYROLL I PayroU System
Cumulative totals are maintained for each
employee, as well as complete reporting, check
writing, and W-2 reporting. Allows weekly,
biweekly, semimonthly or monthly pay periods,
handles Federal, State and City taxes, PICA,
SDI, Group Insurance, Federal and State
Unemployment Insurance, maintains
cumulative totals and Worker's Compensation,
prints paychecks and W-2's. Gives 941
information.
|l/C| Inventory Control System**
Provides complete control of your resale
inventory: not in stock items, items on order,
items at or below reorder point, complete
Vendor Item Report, suggested Purchase Order
to Vendor. Allows for inventory costing by
either average cost, LIFO or FIFO, and handles
multiple pricing per items.
|OE/l| Order Entry Invoicing System**
For entry of sales orders and shipping data,
and printing customer orders, invoices and
shipping papers. May also used to maintain
address records, generating back orders for
partially filled orders. Orders are automatically
printed when shipping dates are entered into
the system. Provides O/E and editing, handles
credit memos, prints picking tickets, price lists
and stocking status reports.
** Available end of 2nd quarter 1984
*** Available 3rd quarter 1984
See for yourself.
Ask your local computer dealer
to show you one of our self-
running demos, or call us directly.
m
Miles ahead of l/ie pack.
MILES COMPUTING
7136 Haskell Avenue Suite ,3(X)
Van Nuys, California 91406
(818) 994-7901
ISSUE 19
ANALOG COMPUTING
PAGE 21
course, Apple does supply excellent documentation
with the Mac.)
And one more thing, Larry: I don't appreciate the
comparison of poor documentation to Chinese
food. Aside from sleeping and listening to music,
Chinese food is one of the chief pleasures of life.
Please keep your analogies to yourself.
Jason Leigh, of Kowloon, Hong Kong, sent me a
letter (by air mail) with the most gorgeous stamp I've
received since Our Game began. It's a 30-cent
stamp called "Hong Kong by Night." Jason's game
idea isn't bad either. He writes:
"Why always bethesoodmys? Youcouldhaveasame
where you hold up a bank. The first level begins as you
have to plant sticks of dynamite on the vault, while shoot-
ing bank tellers trying to get to the alarm bell. Every time
you shoot a teller, he returns to his counter and his sequence
of migrations to the bell re-starts. When you've attached
enough dynamite to the vault, it blows up and you can rush
inside to grab a bar of gold. You can carry one bar
at a time and you must carry it back to your get-away car
each time. When you have your hands full you cannot
shoot, 50 there is a danger of the bank teller's reaching the
alarm bell. When your attempt is successful, your compu-
ter figure grins happily out of the screen and you begin
robbing the next bank until you're eventually caught."
Sounds like you've got the makings of a coin-op
game hit, Jason: action, violence, skill, and suspense
(when the alarm bell goes off, it's risky to stay
because the police will show up; on the other hand,
there's more gold to be had in the vault).
David Plotkin, of Walnut Creek, California, makes
several intelligent points in his letter:
"You made the statement that the game will be written
in BASIC, arui ruled out machine language and BASIC
Compilers for worthwhile reasons. But what about
machine language subroutines, either on the Vertical
Blank or called via USR calls? You don't need to know
machine language to include these; many very good ones
are available "canned" — you just include the DATA
statements in your program and call the routines as
needed. These routines have tremendous potential to
increase the number of "moving objects" from one to four
or five, especially if VBI routines for Player /Missile
objects are used. Another excellent routine which comes to
mind is Tom Hudson's "Graphic Violence," (ANA-
LOG Computing no. 8) which puts multiple animated
explosions on the screen. Too long? How about the flicker-
ing star field on the Display List Interrupt provided by]oe
Trem in ANALOG no. 6. Or background music on the
VBI provided by Mark Chasin in ANALOG no 7.
WHAT IS
D:CHECK/C:CHECK?
Most program listings in ANALOG are followed by a table of numbers appearing as
DATA statements, called "CHECKSUM DATA." These numbers are to be used in conjunc-
tion with D:CHECK and C:CHEGK, which appeared in the ANALOG Compendium and
Issue No. 16.
D.CHECK and C:CHECK are programs by Istvan Mohos and Tom Hudson. They are
designed to find and correct typing errors when entering programs from the magazine.
For those readers who do not have a copy of either article, send a pre-addressed,
stamped, business-sized envelope to:
D:CHECK ARTICLE
P.O. BOX 23
WORCESTER, MA 01603
PAGE 22
ANALOG COMPUTING
ISSUE 19
Tom Hudson's Player and Missile mover routines
(ANALOG Computing no. 's lo and 1 1) are excellent.
The list goes on — scrolling, character movement, etc.
The point is that these routines already exist; all we have
to do is incluAe them . . .
' 'Finally, you made a comment in your January column
which is not strictly true. You said that BASIC doesn't let
you use names for procedures, and that instead you have
to use line numbers. What you can do, since you can call
named subroutines, is equate your line numbers to a
name, giving you something like this:
908 PREPARETUB=2e0e : CATCHR0VER=:3e00 : RO
VERINTUB=4808 : CLEANR0UER=58ee : DRVROUER
=6008 : THANKR0UER=70e0
1208 GOSUB PREPARETUB
1210 GOSUB CATCHROUER
1228 GOSUB ROVERINTUB
1238 GOSUB CLEANROUER
1248 GOSUB DRVROUER
1258 GOSUB THANKROUER
"Pretty descriptive, no? Unfortunately, the disadvan-
tage to this system is that it's hard to trace the program
logic, because you keep forgetting what names are equated
to which line number. Oh, well."
Other readers have mentioned the idea of incor-
porating machine language subroutines into our
game, David, but none have seemed as well-versed
on the subject as you. My own opinion on using
machine language subroutines for our game is this:
we will use them only if they are necessary to make
our game enjoyable.
If it sounds like I'm hesitant to plan on using such
a subroutine in Our Game, you are correct; I would
prefer it if our game were written in such a style as to
make its operation clear to all readers, even those
with an elementary understanding of Atari compu-
ters and BASIC. All too often, machine language
subroutines are complex black boxes — which is fine
if your sole aim is to improve a program's perfor-
mance. Our Game's purpose, however, is not to
produce the best possible game but rather to pro-
duce a good game in a manner understandable and
reproducible by novices.
As for your point about named subroutines —
you are absolutely right; I had neglected that possi-
bility. There is another disadvantage, however, to
your named-line-number scheme: the program can-
not be renumbered by a standard line-renumbering
program, because the values of the names wouldn't
be changed.
That's it for reader mail this month (except for
some special mail — read on! ). For those of you who
have sent mail and haven't seen it in these pages,
please be assured that I read every word that you
send me; it's just that I can't possibly include all of it
— at least not if ANALOG is going to have room
for anything else! Don't be discouraged — all of your
ideas and comments help shape the content of this
column. Keep those letters coming!
The Ultimate Wimp-Out.
As sole author of Our Game (the column, not the
game), I believed, until recently, that it was up to me
to choose which idea, among all of your ideas, would
be the basis for "our game."
But then I had a horrible thought. What if, after
deliberating over various game ideas, choosing one,
and presenting it in the column. . .what if the read-
ers didn't like it? The dreadful consequences aren't
difficult to predict: reader interest would decline, I
would receive fewer and fewer letters, and Our
Game would bite the dust.
But, just in the nick of time, I came up with a
solution: The Ultimate Wimp-Out. You guessed
it! I won't decide! You'll decide! You (the readers)
will vote on it!
Yes, this column marks the commencement of the
soon-to-be-forgotten Our Game Special Edition
Year Game Idea Vote. To participate, all you have to
do is send in a letter or postcard with your vote for
best game idea (of the four described below) and a
simple suggestion for the improvement or embel-
lishment of that game. All votes must be in by
August 1, 1984. Void where prohibited by law. The
decision of the judges (me) will be final.
Now that we've gotten the rules out of the way,
let's proceed to our four beautiful nominees:
It's Number One!
Game Idea #1 comes to us all the way from sunny
Milton Keynes, England. Trevor Skeggs (I love that
name!) writes:
"Please don't mention that they're also struck doiun
with Atari Fever in little oV England (sorry, Trevor),
but, if you must, my shoe size is g, and I doubt if you've
heard of my brand of toothpaste {comments directed at the
January issue).
"I agree that violence is definitely 'passe' in video
games, but it's awfully hard to substitute for the excite-
ment of trying to hit something.
"Therefore, in my game's scenario, the player is seated
in a rowing boat on a lake. Opposite him is his huge wife,
and in his hands is a black box (camera).
"The object is to prove that the Loch Ness Monster
(Nessie) exists by taking a photo. Under the boat swims a
dark, ill-defined shape, which occasionally breaks sur-
face with a long-neck and insidious smile, played for
laughs.
"The joystick controls the man's arms as you quickly
spin round and take a picture. The top comer of the screen
shows the developed photograph, which more often than
not shows a foot, his wife's ugly face, a dead fish, a tin
can, etc."
If you liked Trevor's idea, write a big number one
on a piece of paper (so that Victor, our Robot Vote-
Counter, won't misread it), along with your thoughts
about how the game could be made even better, and
mail it to Our Game!
ISSUE 19
ANALOG COMPUTING
PAGE 23
Numero Dos
Game Idea #2 is a combination of several reader's
ideas. Charles D. Ybarra of Long Beach, California,
mentioned in a letter that a game about food and
nutrition would be interesting. Several readers recom-
mended the idea of a computer board-game, includ-
ing Del Rice, of West Pittsburg, Pennsylvania (who
sent me an hilarious letter explaining why nobody
reads Our Game), and Eric Hansotte of Glenshaw,
Penn., as well as George Lentz of Toms River, New
Jersey, who writes:
"Video games are based mostly on skill with little or no
luck involved. If you don't have good hand-eye coordina-
tion you can pack it in for most of today's video games! If
Our Game used a graphic roll of the dice or spin of the
wheel, I feel it would be more likely to relate to young, old,
male and female alike.
' 'Another thought is that a video game is always res-
tricted to the TV screen (no physical involvement). We
could consider combining the TV screen with a board
game. This would give another dimension to the game and
a very pleasant one, I feel. It might be nice not to be
restricted to the TV screen."
Great ideas, George. I especially like the "separate
game board" idea, because it gives readers something
else to do besides typing in programs — they get to
construct their own game boards! The computer, of
course, can keep track of what's happening on the
game board, and handle — on the screen — any game
action and player confrontation that need take place.
What does all this have to do with Charles Ybar-
ra's food and nutrition idea? Well, Game Idea #2 is a
board game based on the four food groups, with any
number of players competing to eat well-balanced
meals while progressing toward "Dessert," the cen-
ter of the game board. Special squares to land on
include "Fast Food," which pits player against player
in a food eating/zapping race, and "Fortune Coo-
kie," which contains surprises similar in nature to
the "Chance" cards on a Monopoly board. There is
not much space to describe the details of the game
this month, so I'll try to fit it in next time.
Anyway, to vote for Game Idea #2, you don't even
have to register — just write to Our Game and
Victor will add your vote to the already growing
mandate (and don't forget to include an idea for
improving the game).
Our Third Nomiinee
Game Idea #3 is from a letter by Dale Curtis of
Wenatchee, Washington. Dale writes:
"The idea is this: A two-player game that starts each
player on opposite sides of the screen with the object to
construct a road, railroad track, pipes, wall, etc. to the
center and connect with the other's road, etc.
"There can be many levels, since when you complete one
level the next level can be harder (more points to connect
up, for instance). Of course, there could be things to
prevent straight line-constructing (for instance, in con-
structing a road, there could be trees and houses to go
around, angry land owners protesting certain routes, had
weather, or whatever). Also, the scoring can he of any
sort: first to make the center, fastest time for both to
complete (you might be able to make what one person does
dependent on what the other does), which one uses the
least amount of track, etc.
"This could be a very interactive game that is non-
destructive and that anybody would want to play — with
speed of play being relative to the action."
The best thing about Dale's game idea is that it
leaves possibilities for new ideas wide open. For
example, I recently had the idea that players would
have to search the board to find the materials to
build their tracks (or walls or roads). You may have
other, better ideas. If so, vote for Game Idea #3 and
send those ideas in!
Four! Four! Four!
Last, but possibly not least, is Game Idea #4. Patty
Wilson, of Lansdale, Pennsylvania, writes:
"I can't truly say that I'm the world's biggest video
game fan, but 1 think a few of them are worthwhile
enough to play until you can manage a half-decent score.
M;y biggest complaints about video games are: i) Tfie)i
move too fast, and 2) What good will it do me tomorrow if
I kill 3 million aliens today? Allow me to explain.
"First of all, I could be described as 'laidback.' Some-
times 1 find it all too difficult (and no fun) to work up the
nervous energy required to play many games. Everything
happens so fast; you really have to concentrate to keep up,
and enjoying the game while I'm playing becomes
nearly impossible. 1 would like to see a game that moves at
the pace I want it to, so I can really look at the
graphics, recover from disasters, and take a breather after
a victory. Secondly, I'm a great supporter of educational
games that improve the mind, not just hand-eye coordina-
tion. Islo one is ever too old to learn; there must be a fun
way to learn how to balance a checkbook or prepare a
gourmet meal. Over-cooking a goose in Graphics 7
wouldn't have the unfortunate effect of sending smoke
swirling through the house. And miscalculating a few
numbers in a game called "Budget Warrior" wouldn't
really cost you $97 in bounced checks. I think people are
more likely to acquire a new ability if it's presented in an
interesting, unique way instead of being learned the hard
way. ' '
Hmmm. Didn't see a game idea in there, did you?
Well, that's because there's only the name of one:
"Budget Warrior." When you vote for Game Idea
#4 you are voting for an entertaining video game
about the trials and tribulations of household eco-
nomics and "low" finance! And, since Game Idea #4
hasn't really been invented yet, you get a chance to
tell Our Game what "Budget Warrior" means to
you! One hopes Patty will write back and tell us what
she meant. . .
PAGE 24
ANALOG COMPUTING
ISSUE 19
But Seriously, Folks . . .
To sum it all up, here are our four nominees:
# 1 : In Search of the Loch Ness Monster. A one player,
photogenic action game.
#2: The Frantic Foods Board Game. A multi-player,
slightly educational, board game with a do-it-yourself
board.
#3: Paths To Glory. A two-player, head-to-head
road-or-something-building game.
#4: Budget Warrior. A great name without an idea.
Send your vote in today (to the address printed
below), with an accompanying suggestion for im-
provement of the game idea (or in the case of Game
Idea #4, the idea itself). If you don't send your vote
in soon, Victor our Terrifying Vote-Tallying Robot
will have to visit your home to collect it from you
(and he certainly gets grumpy when he has to make
house calls).
Playtesting
In the past, Our Game has presented tutorials on
Developing a Game Idea, Structured Programming,
and Debugging. This month we continue the descrip-
tion of the golden path to a finished game by discuss-
ing the necessary and, yes, fun (!) practice of
playtesting.
For starters, when do I know it is time to playtest my
game? Ideally, you should playtest your game as soon
as you aren't afraid to show it to people. The sooner
you playtest the game, the sooner you'll be aware of
changes that should or must be made in your
program.
Who should I use to playtest the game? Anyone you
can get your hands on! Go out of your way to find
people of different ages, sexes, levels of intelligence,
and backgrounds. Don't rule out a possible play-
tester — even a five-year-old can teach you some-
thing about your game.
What do 1 do during the playtesting? Well, this may
sound strange, but the best way to treat your play-
testers is to keep your mouth shut. Players should be
able to run and play the game without any coaching
from you. If they really need help or are confused,
there are shortcomings in your game.
This all sounds very harsh, but it stems from one
basic philosophy: any game should be figure-outable
without any written documentation. All necessary
information and explanation should be accessable
within the game itself.
There are practical reasons behind this philo-
sophy. Let's say you are a salesman in a computer/
software store demonstrating new games to potential
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MASTER CARD OR VISA ADD 3%
ISSUE 19
ANALOG COMPUTING
PAGE 25
customers. A typical customer, Mr. Impatient, sees a
couple of games he wants to try. Game A is a simple,
fun game. Game B looks more complex; as a matter
of fact, it's so complex that you have to look at the
documentation to demonstrate the game. Mr. Impa-
tient gets impatient while you are trying to figure it
all out, and decides to buy Game A.
This little scenario is typical of video game sales in
computer stores. I ought to know — I spent a
summer selling software in just this way. What it
comes down to is this: people hate to look at written
instructions, and prefer games that are simple and
clear. Your playtesting will help to show you whether
your game is a Game A or a Game B. But if you really
want to find out, you have to be silent during play-
testing, and watch your playtesters very closely.
What should I tell my playtesters? Encourage your
playtesters to make verbal comments, complaints,
and suggestions during play and after. You may also
want to elicit comments about specific elements of
your game that you are unsure about.
Your task during the play test is to write doum. every-
thing they say, including what they do like. Also take
notes on difficulties they have or unexpected actions
they take. Writing all of this down may seem like
work — that's because it is. Playtesting is by far the
most valuable method of improving a game, but is
entirely worthless if you don't get it all down on
paper. Some programmers are a bit lazy and try to
remember it all (like I used to do), only to say the
next day: "Gosh, I'm sure that Michael recom-
mended three things for me to change, but I can only
remember two. . ."
One of the DON'Ts of playtesting, mentioned
above, was to explain things or give coaching to your
playtesters. (Remember; there won't be a copy o{you
sold with every game!) Another DON'T is arguing
with playtesters. Never argue with a playtester! There
are good reasons for this:
a) You did ask them for their opinion.
b) You are obviously not trying to learn from their
comments — you are just trying to defend your own,
possibly not-so- wonderful, game.
c) They probably won't want to playtest for you
again; you've made the process unpleasant.
Now don't get me wrong. It's tough not to argue
with someone who says: "I don't Uke the spaceship."
"Why not?" you reply.
"It's uglier than a frog in a blender," says the
playtester. At this point it's very difficult not to
rejoin:
"Are you kidding? I spent a week designing that
space ship! It's the best you can do in 16 by 7 pixels!
Why that ship looks just like the Millenium. . ."
etc., etc.
But what you ought to say is: "Ugly, you say?
Well, how could I improve it?" Or, better yet, "Draw
me a sketch of how you think it ought to look."
It's evident that this approach does more for the
both of you than arguing. Remember, you're not out
to prove anything to your playtesters; save all the
hype for Electronic Arts, Atari, Synapse, or whoever
you're trying to sell your game to.
Grill Them!
Once the playtesters have playtested the game to
their hearts' content it is time to turn on the high-
intensity lights, get out the whip and the black
leather gloves, and ask a few questions. . .heh, heh!
Questions like:
*Was it fun? How could it be made more fun?
*Was it easy to use? How could it be made
more so?
*Was the level of skill required to play too
high/low?
*Did you like the graphics/sound? Do you have
any suggestions for improving them? More specifi-
cally: Did you like the colors/shapes of things? Did
you find the sound pleasant or annoying? Are there
any particular effects you would change?
(continued on page 27)
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ISSUE 19
ANALOG COMPUTING
PAGE 27
*Was there anything you didn't understand in the
game?
*Are there any game options you'd hke to have?
Were there any options that seem unnecessary?
*How could I make the game more exciting/funny/
scary /cute/violent or whatever?
*Is there any information that ought to be included
in the game or presented more clearly?
*Do you have any random ideas about the game?
Any radical changes you'd find interesting?
As before, write down the answers to all these
questions. You may consider your playtesters inex-
perienced or lacking in taste or judgement, but, like it
or not, they represent realistic opinions that differ
from yours — opinions that may happen to coincide
with whoever screens out incoming games at the
Atari Program Exchange, for example. Also, appar-
ently minor comments made by playtesters often
inspire game designers to turn an ordinary game into
a great game.
Of course, playtesting sometimes isn't all it's
cracked up to be. For example, I recently wrote a
simple two-player maze game and had some friends
of mine try it out. The first playtester, Dan, enjoyed
the game immensely. As a matter of fact, we played
the game together for three hours. However, I didn't
learn much from Dan. Later that night, though,
Crazy Bob and I had a go at it. Crazy Bob is not as
good at video games as Dan is, and just by watching
him 1 saw faults in my game, especially in the user
interface. The next day I made significant improve-
ments in the game. It just goes to show that the less
likely a person is as a playtester, the better a play-
tester they'll be.
What next?
What do I do with all of the stuff I've written down?
One of the best ways of using it is to look through
and find similar comments that were made by more
than one playtester. Add to this special list any sug-
gestions that you think are especially good.
Then it's time to go back to the ol' keyboard and
make the changes in your program recommended by
the list. You may not agree with some of the sugges-
tions, but it is worthwhile to at least try out other
people's ideas. Of course, it is wise to keep a copy of
the original game, as well as copies of the program
made after each major change. Do not change things
in your program that your playtesters liked; try to
add more of similar things to your game.
Once you've made the changes (and debugged
everything), it's time for a whole new round of play-
testing! This time, though, you'll have copies of the
program containing different versions of certain fea-
tures, so that playtesters can make a "side-by-side"
comparison.
One more question. How do 1 know when I've got a
finished game? This is a difficult question faced by all
game programmers. The only proper answer is to use
your best judgement. If the complaints of your play-
testers are down to a minimum, and they seem to
actually be enjoying themselves while playing the
game, if new play-testers have little trouble under-
standing the game, then you're on the way to having a
finished product.
On the way? Well, it's not finished yet. You still
have documentation to write. . .which, coinciden-
tally, is the subject of our next Our Game tutorial.
Stay tuned!
Victor is Waiting!
Yes, Victor our Ferocious Vote-Tallying Robot is
waiting for you to send in your vote for best game
idea in Our Game's Special Election Year Game Idea
Vote! Just write us a letter or postcard with the
number of one of our four wonderful nominees,
along with a suggestion for the improvement of the
idea. Our address is:
Our Game
c/o ANALOG Computing Magazine
P.O. Box 23
Worcester, MA 01603
Don't be bashful! If you have something to say about
the state of computer/video games in general, or
even if you just want to flame about chocolate cup-
cakes, hyperlipidemia, or Ronald Reagan, don't be
afraid to drop us a line!
Next month: gee, even I don't know what's going
to be in Our Game next month ... so get ready for a
total surprise! And keep those votes pouring in! D
Educational Programs for —
ATARI • VIC 20
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Programs on Disk (Tl 99/4A & Com. 64)
moses
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Request FREE Catalog:
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CIRCLE »117 ON READER SERVICE CARD
PAGE 28
ANALOG COMPUTING
ISSUE 19
MICRORAM 64K MEMORY BOARD
Microbits Peripheral Products
225 Third Ave., S.W.
Albany, or 97321
$149.95
by Raymond Berube
Since the end of 1983, Atari 600XL owners (and
there are thousands of us) have been forced to deal
with that dreaded demon of 16K machines: the
ERROR 2'OUT OF MEMORY prompt. Frustra-
tion would set in. Then the back issues of ANA-
LOG would be searched furiously for compression
techniques which would save every single "bit" of
space. Maybe, with a little luck, the program could be
made fit into 16K. Well, 600XL owners take heart.
The first in a series of memory expansion packages
has appeared. Now your 600XL can be transformed
into a member of the smart set, with 64K of RAM.
(Well, not really 64K, but more on that later.)
Microbits Peripheral Products has won the race to
be first with a memory board, and it has some nice
features and some not-so-nice drawbacks. Most
importantly it is readily available with a list price of
$149.95.
The price is the first drawback of this product. My
600XL only cost me four cents more at $149.99.
This price will be firm until Atari or another com-
pany makes a comparable unit. So what do you get
for your investment of this week's grocery money?
You get a suspiciously large box covered by the famil-
iar dark blue MPP sleeve. Slip the sleeve off, open the
box, and, sure enough, white foam! Carefully lifting
the foam, you find the usual promos for more of
MPP's products, a warranty registration card, and a
single instruction sheet. Finally you see the unit itself
and begin to understand why the box is so big.
The MPP memory board is fully 1" thick, SVi"
wide, and 7" long! The unit is completely sealed
except for the connector which clearly slips into the
parallel bus on the back of the 600XL. Here is
another drawback. For the money, why isn't there a
duplicate card edge connector on the back edge of the
memory unit? Once plugged in, it occupies all of the
Atari bus with no further optional connections
available.
A few warnings should be mentioned at this point.
First: don't lift the 600XL with the expander plugged
in! It is heavy and will most likely snap off at the bus.
The unit has no firm support and flops very easily.
Second: never insert or remove the board with the
power on. If you do you stand a chance of losing your
memory! Finally: don't try to open the case. It is
firmly sealed and tampering with it will break it! I
guess MPP doesn't want us to know how little
(component-wise) is packed into this large, heavy
unit!
If you're like me, you don't own a computer desk,
and usually use your child's tea table as a desk. In
this case, I recommend you cut a piece of Ys"
plywood (V4" is too flimsy) 12" wide by 18" long,
sanded it, stained it and set my 600XL with its
memory board attached onto this tray. Now I can lift
my computer without fear of breaking off the board,
by simply lifting the tray.
After all these criticisms, do I have any positive
observations? You bet I do! My 600XL finally has
enough memory to effectively run peripherals like
printers, disk drives, modems, etc. This makes the
criticisms minor and easy to accept. The installation
instructions are concise and well written, and cosme-
tically the board fits in fairly well with my 600XL.
Microram 64K Memory Board.
Now, a note about what exactly 64K means to a
600XL. It means 37902 bits of available RAM while
using the built-in BASIC. Machine language pro-
grams up that availability to about 52K, but Atari
and others have promised us many new software
products to take full advantage of the available
RAM. I'm waiting with excitement.
So after all is said and done, do I recommend you
buy MPP's memory board? Yes. If you can afford its
price and feel it's an acceptable trade-off for in-
creased RAM, go buy it. If your wife, girl friend or
mother refuses to let you spend the grocery money
on "more K's," then wait a bit. I'm sure more of the
same from other sources is on its way, and surely for
less money. D
From out of our minas
The Tail of \j
Jy Philip Price
THE TAIL OF BETA LYRAE will amuse and amaze you
for many months to come. Why? Because it CHANGES
as timegoes by. So you'll neverget bored. There'seven
original toe-tapping, finger-snapping music to enter-
tain you while you play. Only $34.95
For the Atari Home Computers.*
'Atari Is a trademark of Atari. Inc.
Visa/Mastercard accepted. $2.00shipping/handling
(California residents add 672% sales tax).
nOATAMOSf
The most out of our minds.
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Copyright '1984
DATAMOST. Inc.
All Rights Reserved
■*-e
PAGE 30
ANALOG COMPUTING
ISSUE 19
.X
\
N
\
/
/
V
fi
■''\
|>
4:
3 Colors h% GA 8
\
\
\
16K Cassette or 24K Disk
by Edward Loniewski
Super Sine was originally written to demonstrate
the very powerful mathematical concept that any
complicated curve can be approximated by some
combination of sine and cosine functions. In case
you're not overly familiar with sines and cosines,
they are a pair of curves that trace out a simple wave
shape that repeats itself every 360 degrees. They can
be thought of as plotting the horizontal and vertical
distances of a point on the circumference of a circle
as that point moves completely around the circle.
These distances are measured from the x- and y-axes
that pass through the center of the circle. These
curves have two characteristics, called frequency and
amplitude, that can be changed in various ways to
distort the basic sine wave. By adding or multiplying
several sines and cosines together, an almost endless
variety of complicated curves can be drawn.
The program described here is a very simple sine
wave generator, yet it can produce incredibly beauti-
ful results. It only deals with two curves at a time and
only allows for changing the frequency. However,
with very Httle effort, the program can be expanded
further.
The frequencies of the 2 curves plotted here are
denoted by the variables Kl and K2, which can be
assigned any positive value whatever. The fun comes
in experimenting with various pairs of frequencies
and watching what happens. In addition, eight differ-
ent patterns or combinations of sines and cosines can
be plotted, as shown in the table below.
PATTERN
1
2
3
4
5
6
7
8
COMBINATION
SIN(Kl) + SIN(K2)
COS(Kl) + COS(K2)
SIN(Kl) + COS(K2)
SIN(Kl) * COS(K2)
SIN(Kl) - SIN(K2)
COS(Kl) - COS(K2)
SIN(Kl) * SIN(K2)
COS(Kl) * COS(K2)
ISSUE 19
ANALOG COMPUTING
PAGE 31
Each pattern can be drawn as a mirror image of
itself by using negative pattern numbers. In other
words, pattern -5 will plot the mirror image of pat-
tern 5. Thus, there are really 16 patterns available.
The final fancy trick is to allow plotting of more
than one pattern on the same graph. All sixteen
patterns could be drawn if desired, but usually four
or less would be sufficient. All patterns drawn on one
graph, though, will have the same pair of frequencies.
Two versions of the program are shown here. The
second includes a speedy graphic dump to an Epson
printer with GRAFTRAX. If you have a dump rou-
tine for a different printer, insert it where appropriate.
Line 101 sets aside space for 450 pre-
calculated sines and cosines (PCS) to save time
in plotting later.
Lines 105-107 draw the title and store the
PCS values. POKE 710,0 turns the text window
black to match the rest of the screen. Only 91
different sines are actually calculated, represent-
ing through 90 degrees. All other values are
gotten from the symmetric properties of the
sine and from the fact that COS(X) =
SIN(X+90).
Lines 110-130 clear the screen for a new set
of graphs. The POKE's to 709, 710, and 712 set
the colors used. XO and YFAC are scale factors.
NPAT counts the patterns used. The PLOT's
and DRAWTO's draw the x- and y-axes.
Line 140 asks for the 2 frequencies. Values
between and 360 seem to work best, but any
positive number will work. The program will
end if a negative value is entered.
Line 145 asks for the (next) pattern to be
drawn. As described, any value between 1 and 8
or its negative is allowed. An illegal entry will be
ignored. Enter when you're done with a par-
ticular set of graphs.
Lines 147-148 store the pattern and calcu-
late scale factors.
Lines 150-180 do the plotting of the func-
tions specified. The program essentially plots
the curves for 310 degrees (out of 360). Lines
152-154 keep the angles within bounds.
Lines 200-205 sound a beep after each
graph and return for another pattern.
Lines 215-220 ask if you want to start a new
graph. Otherwise, the program allows for more
patterns on the current graph.
After entering the program, SAVE it to a cassette
or disk and then get ready for some intriguing
experimentation.
To get a good feel for how the program works,
RUN the following examples:
• Kl=, K2=l, PATTERN 1 will plot a basic
sine wave (with the right-most 50 degrees mis-
sing). Plot PATTERN -1 on top of this to see
how the mirror image looks. Then plot PAT-
TERN 2 and -2 on top to see a basic cosine wave
and its mirror image.
• Kl=.161, K2=1.161, PATTERN 1 will
scale a complete sine wave into the 310 degrees
plotted. This factor of 1 . 161 will be used several
times later.
• Kl=2, K2=2, PATTERN 1 will put twice as
many hills and valleys as before, but still with a
definite rhythm.
• Kl=3, K2=4, PATTERN 3 shows some
interesting bumps. Plot PATTERN -3 on top
also.
• Radically increase the frequency to Kl=10,
K2=10, PATTERN 4 and look closely at the
plot, which is really made up of bunches of
short vertical lines. Notice that some parts
appear white, some green, and others blue. This
is all a consequence of color artifacting. Its
effect will become even more apparent shortly.
• Try Kl=21, K2=22, PATTERN 2 and
notice the colors stand out even more.
• Kl=40, K2=42, PATTERN 2 reveals
definite bars of color. Remember that Gr.8 is
only supposed to get you IVi colors. But already
you should be able to distinguish 5 colors on the
screen at one time. Color artifacting yields var-
ious colors depending upon whether the left or
right side of a color block is turned on, or if
adjacent halves are turned on.
• We are now ready for eye-openers. Kl=60,
K2=61, PATTERN 6 or Kl=87, K2=90,
PATTERN 3 should give you a good idea of the
power and beauty of this program.
The following table yields some instructive and
entertaining figures. When more than one pattern is
given, study how the colors change with each suc-
ceeding plot. Sometimes the colors get filled in,
sometimes they reverse, and sometimes they get can-
celled to white or grey. Some of these combinations
will actually wind up with eight colors on the screen
at one time.
Kl, K2
90,92
2, 179
118, 120
300, 303
44,45
5,90
87,93
1.5, 2.85
10, 120
100, 101
6, 7.161
40, 42.32
PATTERNS
5,-5
1,-1
3,-3
7,-7
4,-4
2,6
1,-1,4,-4
3, -3, 4, -4
4,-4
4,-4
7, -7, -8,' 8
5, -5, 6, -6
(Continued next page.)
PAGE 32
ANALOG COMPUTING
ISSUE 19
If you use the printer version of the program, the
character in Line 102 is a V (CTRL,). Change
Line 145 to read 210. Add Line 210 and all of Lines
9000-9060.
The rest, now, is up to you. Experiment as much as
you Uke. Try adapting the program to three or more
frequencies, or add different patterns, or placing
different frequencies on the same graph. If you're
like me, you'll run out of time long before you run
out of ideas.
By the way, this program can even be used to plot
sines and cosines. D
180 REM SUPER SIME
101 DIM PCSt4505 ,PftT{16),YN5(lJ
les DEG ;GRaPHICS 2:P0KE 716, S : P05ITI0
N 5,3:PRIHT «6;"5 U P E R":P05ITI0N 6,
6:PRIHT tt6j"s i n e"
106 POKE 752,1 :PRINT :PRIMT "
PLEASE STAND BY"
107 FOR 1=0 TO 90:HrSINCI3 :PC5CI)=K:PC
5 (I+180J=-J!: PCS tl80-I5=K: PCS (360-11 =-K
:PCSCI+3603=K:NEKT I
110 GRAPHICS 8:P0KE ?09,14:POKE 710,8:
POKE 712,68
120 COLOR l:KO=lG:YFftC=33:NPfiT=0:TRaP
110
130 PLOT 0,8e;DRAWT0 319,80:PL0T H0,0:
DRAWTO K0,159:PLOT 0,159:DRaWTO 319,15
9
140 PRINT ■■K1,K2="; :IHPUT K1,K2
145 PRINT "PATTTERN"; :INPUT ZT:IF ZT=0
THEN 215
147 ARG1=-
NPAT3=ZT
148 PT=ABSCZT) :2FAC=-YFAC*S6NfZT)
150 FOR X=H0 TO 319
152 ARG1=ARG1+K1;ARG2=ARG2+K2
153 IF ARGl>36e THEN ARGl=ARGl-360 : GOT
153
154 IF ARG2>360 THEM ARG2=ARG2-368 : GOT
154
160 IF PT=1 THEN Y=80+ZFAC*CPCS CAR613 +
PCSCARG23J
162 IF PT=2 THEN V=80+ZFAC*CPCS f ARGl+9
e3+PCStARG2+903}
164 IF PT=3 THEN Y=80+ZFAC» (PCS CARGli +
PC5(ARG2+90)J
Y=86+ZFAC*(PCS(AflG13K
-Kl : ARG2=-K2 : NPflT=HPAT+l : PAT (
Y = 8e+ZFAC*(PCS (ARG15*
Y=80+ZFAC»(PC5 {ARGl+9
166 IF PT=:4 THEN
PCS(ARG2+903>
168 IF PT=5 THEN Y = 8842FAC« (PCS (ARGli -
PCS(ARG25)
170 IF PT=6 THEN Y = 80 + ZFAC* (PCS (ARGl + 9
03-PCS(ARG2+993J
172 IF PT=7 THEN
PCS(ARG23 3
174 IF PT=8 THEN
03*PCS(ARG2+983 3
178 IF H=H0 THEN PLOT K,Y
179 IF KOKO THEN DRAWTO K,Y
180 NEHT K
200 SOUND 0,40,ie,6:FOR H=l TO 50 : NEXT
HrSOUND 0,0,0,0
205 GOTO 145
215 PRINT "NEW GRAPH (Y/N3 ";: INPUT YNS
:IF YNSO'-Y" THEN 145
220 GOTO 110
CHECKSUM DATA
(See page 21)
leo DATA 583,934,335,778,181,188,192,8
04,78,261,369,618,688,780,534,7319
154 DATA 643,180,772,472,474,286,791,2
00,792,686,256,782,789,707,574,8324
220 DATA 694,594
Printer version.
100 REM SUPER SINE (PRINTER UER5I0N3
101 DIM PCS(450},PAT(163,YNS{13
102 DIM TABZS(153,K0UT5(1923,TSTS(1923
:TABZS=" I":TSTS="V":TSTS
(1923="r':TST$(23=TST$(lJ
105 DEG IGRAPHICS 2:P0»(E 718, 8 : POSITIO
N 5,3:PRINT »6,-"S U P E R":POSITION 6,
6:PRINT tt6;"s i n e"
186 POKE 752,1: PRINT : PRINT "
PLEASE STAND BY"
107 FOR 1=0 TO 90:K=SIN{I3 :PCS(X3=H:PC
S (1 + 1883 =-H : PCS (188-13 =X : PCS (360-13 =-X
:PC5(I+3683=K:NEKT I
110 GRAPHICS 8:P0KE 709,14:P0KE 710,8:
POKE 712,68
120 COLOR l:X0=10:VFAC=39:NPAT=fl:TRAP
lie
130 PLOT 0,80:DRAWTO 319,80:PLOT X0,8:
DRAWTO X8,159:PL0T 8.159;DRAWT0 319,15
9
140 PRINT "Kl,K2 = "j; :INPUT K1,K2
145 PRINT "PATTTERN"; :INPUT ZT:IF ZT=8
THEN 210
147 ARG1=-K1 :ARG2=-K2:NPAT=NPAT+1 ;PAT(
NPAT3=ZT
148 PT=ABS(ZT3 : ZFAC = -YFAC«SGN (ZT3
150 FOR K=X0 TO 319
152 flRGl=ARGl+Ki:ARG2=ARG2+K2
153 IF ARGl>35e THEN ARGl=ARGl-360 : GOT
153
154 IF ARG2>368 THEN ARG2=ARG2-360 ; GOT
154
160 IF PT=1 THEN Y=80+ZFAC« (PCS (AR613 +
PCS(ARG23 3
(Continued next page.)
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— Inside Texas call: 817-292-7396
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CIRCLE «119 ON READER SERVICE CARD.
HAPPY WINS THE RACE WITH WARP DRIVE SPEED!
'^M-
HAPPY 810 ENHANCEMENT
The only change needed to run all WARP DRIVE software
• Plug in P.C. board requires no permanent modifications ,
• Proven reliable in thousands of installations, reduces disk drive w/ear i
• Comes completely assembled and tested, just plug in and use
• Full one year parts and labor guarantee, compatible with existing software
• High quality printed circuit board with gold connectors
NO ONE ELSE HAS THIS PERFORMANCE
Unenhanced whole disk (ATARI rev B format) read time: 1 12 seconds
Unenhanced whole disk (ATARI rev C fast format) read time: 89 seconds
ENHANCED 810 whole disk (any format) read time with standard software: 68 seconds
ENHANCED 810 whole disk (any format) read time with WARP DRIVE software: 43 seconds
Standard software whole disk write and verify time: 238 seconds
WARP DRIVE software whole disk write and verify time: 62 seconds J
NEW HAPPY WARP DRIVE SOFTWARE
6
WARP SPEED HAPPY BACKUP PROGRAM
• Completely automatic: nothing to figure out, insert disks and press return
• Only program on the market guaranteed to backup any disk
• Can write to a blank disk: format write and verity in one operation .' , >
• Automatic program tracing: copies only the tracks that are used
• Efficient memory utilization: reduces the number of disk insertions
• Requires only one ENHANCED disk drive, backups will work on a standard drive
WARP SPEED MULTI DRIVE HAPPY BACKUP PROGRAM
• Same features as above plus support of multiple ENHANCED drives
• Can be used with up to 4 ENHANCED drives
• Source and all destination drives read and write in parallel
• Format write and verify 3 complete disks in less than 3 minutes
WARP SPEED HAPPY COMPACTOR PROGRAM
• Reduces the number of disks required to backup your library
• Combines up to 8 self booting disks into 1 disk with a menu
• Compacted disks run only on an ENHANCED drive
• Pays for itself by saving on disks
• Single or dual ENHANCED drive operation
HAPPY WARP DRIVE DOS
• Improves ATARI DOS 2.0S to use warp speed reading and write with verify
• Use all features of BASIC, PILOT, FMS, and DUP at top warp speed
• Warp speed I/O software module available separate from DOS
HAPPY WARP DRIVE SECTOR COPY PROGRAM
• Standard format whole disk read, write and verify in 105 seconds
• Use with sngle or dual drives, mix ENHANCED and NON-ENHANCED drives
HAPPY CUSTOMIZER PROGRAM (sold separately $99,95)
• Creates custom format disks of any specification
• Any type bad sector, duplicate sector numbers, or interleave
• Easy to use but requires an advanced level user to interpret the results
REVIEWED IN POPULAR MAGAZINES
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810 Enhancement is one ol the most powerful hardware modifications available to ATARI computer owners."
ANXic— July 1 983 "The difference between a normal ATARI 810 disk drive and one equipped with Happy is like the contrast between mass transit and the
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SPECIAL SUGGESTED RETAIL PRICE BEFORE FEBRUARY 28, 1984: Get the HAPPY 810 ENHANCEMENTwith the single and multi drive HAPPY BACKUP
PROGRAM, plus the HAPPY COMPACTOR PROGRAM, plus the HAPPY DRIVE DOS. plus the HAPPY SECTOR COPY all with WARP DRIVE speed, including our
diagnostic for $249.95. Existing registered ENHANCEMENT owners may upgrade to WARP DRIVE speed for $15.00 with no hardware changes.!
Price includes shipping by air mailto U.S.A. and Canada. Foreign ordersadd SI 0.00 and send an international money order payable through a U.SA bank California
orders add $16 25 state sales tax. Cashiers check or money order for immediate shipment from stock. Personal checks require 2-3 weeks to clear. Cash COD
available by phone order and charges will be added. No credit card orders accepted. ENHANCEMENTS for other ATARI compatible drives coming soon, call for
information. Please specify -H model for all drives purchased new after February 1 982, call for help in ENHANCEMENT model selection. Dealers now throughout
the world, call for the number of the dealer closest to you. atari 8io is a registered trademark of Atari, inc.
HAPPY COMPUTERS, INC. • P. 0. Box 1268 • Morgan Hill, California 95037 • (408) 779-3830
CIRCLE #120 ON READER SERVICE CARD.
PAGE 34
ANALOG COMPUTING
ISSUE 19
SUPERIOR QUALITY
PERIPHERALS
from
Convologic
The BYTEWRITER is a multi-use EPROM burner that interfaces
to your computer through joystick ports 1 and 2 or 3 and 4 (software
selectable). The BYTEWRITER reads, writes and verifies EPROMS:
2516, 2716, 2532, 2732, 2564, 2764, 68764, 27128. No personality
modules. Will read operating system ROfwIS.
Operational software will support inspect and change, constant
store, cassette and disk I/O. Source Code available for $35.00.
BYTEWRITER - $1 89.00
The BYTEREADER option interfaces cartridges to BYTEWRITER.
BYTEREADER - $30.00
The NEW 1850 expansion unit provides a versatile interface be-
tween your 400/800 and peripherals. Residing on the SIO bus with
your disk and/or cassette drive, it can provide for communication to
Centronics compatible printers and RS-232 asynchronous devices,
such as a modem. An internal 2K buffer region is allocated to meet
the requirements of printer and serial activity.
NEW 1 850 - $1 89.00
Cartridge boards dual socketed for 2764's, to make 8K or 16K -
Cartridges - $7.50, Shells for cart. $5.00, 2764 EPROM-$10.00.
Ask for free brochure.
Each KCMMiy It hiHy uieflibM with • 90 Day UmHed Wamnty . Mail Cashiei'i awck or
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421 Bay Tree Lane, Longwood, FL 32779, (305) 869-6630
CIRCLE #121 ON READER SERVICE CARD
162 IF P1-Z THEN Y=88+ZFAC*CPC5 CflRGi+9
8J+PCSCftRG2+90J J
164 IF PT=3 THEN Y=88+ZFflC»CPC5 CflRClJ +
PCSCfiR62+903)
166 IF PT=4 THEH Y=88+ZFftC«CPC5 f ftRGlJ*
PC5CftRG2+90J)
168 IF PT=5 THEH V=88+ZFftC*CPCS (ftRGlJ -
PCSCflRG2JJ
178 IF PT=6 THEH Y=8e+ZF<iC»CPC5 tftRGl+9
05-PCSfflRG2+9e3J
172 IF PT=7 THEN Y=88+ZFfiC»tPCS CflRGlJ*
PC5CflRG23)
174 IF PT=8 THEH Y=88+ZFAC» (PC5 CfiRGl+9
0J»PC5fflRG2+963 J
178 IF H=Ke THEN PLOT H,Y
179 IF KOK8 THEH DRAMTO K,Y
188 NEKT X
200 50UND 8,40,10,6:FOR M-i. TO 50 : NEXT
M:SOUND 0,6,0,0
205 GOTO 145
210 PRINT "PRINTER CY/H3 "; :IHPUT YH$:I
F YHS="Y" THEN GOSUB 9000
215 PRIHT "NEW GRAPH fV/HJ ";: INPUT YNS
:IF YNS<>"Y" THEN 145
228 GOTO 110
9800 OPEN tt7,8,0,"P:":TRAP 9060:PRIHT
tt7:P5U=PEEKt559) :POKE 559, O : fi=PEEK (88J
+256»PEEKC89)
9002 IF PEEKC1536}=ie4 THEN 9018
9884 RESTORE 9006:FOR K=1536 TO 1577:R
EAD K:POKE K,K:NEKT K
9886 DATA 104,184,133,284,184,133,283,
184,133,286,184,133,205,162,191,168,8,
177,203,72,138,168,184,145,265
9088 DATA 202,246,13,24,165,203,185,48
,133,203,144,234,230,284,288,238,96
9010 PRINT tt7;TABZSfl,14);" K1=";K1;
" K2— " " K2
9011 PRINT'«7;TABZStl,14)," PATTERN:
II ■
9812 FOR J=l TO NPATiPRIHT tt7;PATCJ);"
"' iHEXT J ; PRINT ft7
9814'PRINT tt7;CHR5{27J ;CHR$(65) jCHR^CO
]
9015 K0UTS=CHH$C174J : KOUTS tl92J =CHR$ (1
74) :X0UT$C2)=H0UTSti}
9816 PRIHT tt7:TABZS;CHR5{27);CHR5C75);
CHRStl92J ;CHR5{8) jXOUTS
9020 FOR J=A TO A+39 : H0UTS=TSTS : Z=U5R t
1536, J,ADRCXOUTS)J
9823 IF K0UTS=T5TS THEN PRINT tt7;TABZS
:GOTO 9845
9825 PRINT »7 : TABZS; CHRS C27) ; CHRS C75) ,■
CHRS tl92> j CHRS t8) J XOUTS
9845 NEKT J
9847 K0UT$=CHR5tll7} : HOUT$ (192) rCHRS CI
17) :K0UTS{2)=K0UTStl)
9848 PRINT tt7 : TABZS J CHR5 {27) ; CHRS C75) ;
CHRSa92) jCHRSte) :K0UT5
9858 PRINT tt7; CHRS (27) ; CHRS (64) :PRINT
lt7:P0KE 559,P5U:TRAP 48888:CL05E tt7:RE
TURN
9866 PRINT tt7; "ERROR-"; PEEK (195) ; " AT
LINE ";PEEK(186)+256«PEEK(187) :G0T0 98
58
CHECKSUM DATA
(See page 21)
iOg„BfiXg 75,934,818,335.770.181,188,19
2,804,70,246,364,6lS,686,7o6,6958 '
153 DATA 634,643,180,772,472,474,206,7
91,200,792,686,256,782,789,767,8384
216 DATA 182,574,694,654,686,535,962,7
23,575,936,552,816,155,588,219,8765
!?I? DftTA 362,587,517,162,595,184,194,
i^J
CIRCLE #122 ON READER SERVICE CARD.
ISSUE 19
ANALOG COMPUTING
PAGE 35
artwork by Tom Hudson
^D^
16K Cassette or 24K Disk
by Lew Thomits, Jr.
The idea for this game came from an article in
Analog — Science Fiction/ Science Fact Magazine (no
relation to ANALOG Computing). The article,
entitled Blivit in the B-Ring, was written by Richard C.
Hoagland. In it, Hoagland presented facts and specu-
lation about an object in Saturn's B-Ring that had
cleared a hundred-meter gap between the rings. Sev-
eral explanations for this phenomenon were pre-
sented, such as a tiny, primordial black hole or an
extraterrestrial artifact. For purposes of this game, I
chose the latter.
Typing it in.
Before typing anything, look at the listings accom-
panying this article.
Listing 1 is the BASIC data and data check-
ing routine. This listing is used to create both
cassette and disk versions of Battle in the B-
Ring. The data statements are listed in hexade-
cimal (base 16), so the program will fit in 16K
cassette systems. This makes typing more diffi-
cult, but it's a necessary evil.
Dorset!
For Your Atari Computer
TRS 80 Color, I, III & 4 or Apple Computer
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the Cost-
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Office Skills - Statistics ■ First Aid/Safety
Economics - Business - Accounting
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Tutorial Programs
II Time Audio Narration, Pictures & Text!
For your Atari 400/600/800/1200, you will need the Atari Cassette Recorder and the
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the Dorsett M402 T/T plug-in board. $99.00, and the M401 stereo cassette player.
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ilf
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MostotOord )
V/SA'
CIRCLE #123 ON READER SERVICE CARD.
ISSUE 19
ANALOG COMPUTING
PAGE 37
Listirvg 2 is the assembly-language source
code for Battle in the B-Ring, created with the
OSS MAC/65 assembler. You do not have to
type this listing to play the game! It is included
for those readers interested in assembly lan-
guage.
Follow the instructions below to make either a
cassette or disk version of Battle in the B-Ring.
Cassette instructions,
1 . Type Listing 1 into your computer using
the BASIC cartridge, and verify your typing
with C:CHECK (see page 21).
2. Type RUN and press RETURN. The pro-
gram will begin and ask:
MAKE CASSETTE (0) OR DISK (1)?
Type and press RETURN. The program will
checking the DATA statements, printing the line
number of each as it goes. It will alert you if it
finds any problems. Fix any incorrect lines and
re-RUN the program if necessary, until all errors
are eliminated.
3. When all DATA lines are correct, the com-
puter will beep twice and prompt you to
"'READY CASSETTE AND PRESS RE-
TURN." Insert a blank cassette in you recorder,
press the RECORD and PLAY buttons simul-
taneously and hit RETURN. The message
"WRITING FILE" will appear, and the pro-
gram will create a machine-language boot tape
version of Battle in the B-Ring, printing each
DATA line number as it goes. When the
READY prompt appears, the game is recorded
and ready to play. CSAVE the BASIC program
onto a separate tape before continuing.
4. To play the game, rewind the tape created
by the BASIC program to the beginning. Turn
your computer OFF and remove all cartridges.
Press the PLAY button on your recorder and
turn ON your computer while holding down the
START key. If you have a 600 or 800 XL com-
puter, you must hold the START and OPTION
keys when you turn on the power. The compu-
ter will "beep" once. Hit the RETURN key and
Battle in the B-Ring will load and run auto-
matically.
Disk instructions.
1 . Type Listing 1 into your computer using
the BASIC cartridge, and verify your typing
with D:CHECK2 (see page 21).
2. Type RUN and press RETURN. The pro-
gram will ask:
MAKE CASSETTE (0) OR DISK (1)7
Type 1 and press RETURN. The program will
begin checking the DATA statements, printing
the line number of each as it goes. It will alert
you if it finds any problems. Fix any incorrect
lines and re-RUN the program if necessary, until
all errors are eliminated.
3. When all DATA lines are correct, you will
be prompted to "INSERT DATA WITH DOS,
PRESS RETURN." Put a disk containing DOS
2.0S into drive #1 and press RETURN. The
message "WRITING FILE" will appear and the
program will create an AUTORUN.SYS file on
the disk, displaying each DATA line number as
it goes. When the READY prompt appears, the
game is ready to play. Be sure the BASIC pro-
gram is SAVEd before continuing.
4. To play the game, insert the disk containing
the AUTORUN.SYS file into drive #1. Turn
your computer OFF, remove all cartridges and
turn the computer back ON. Battle in the
B-Ring will load and run automatically.
The game.
In the B-Ring of Saturn, a huge extraterrestrial arti-
fact has been discovered. It is a Bussard ramjet of
alien manufacture; a huge, hydrogen-gulping behe-
moth that has traveled between stars and is now
orbiting, dormant, around our sixth planet. The two
most powerful nations on earth have launched mis-
sions to retrieve the alien vessel and study its
advanced technology. Neither side wishes to share
the prize, so a battle is inevitable.
To play the game, plug joysticks into ports one and
two. Once the program has been loaded, the menu
will appear. Pressing the OPTION key will highlight
the game selection (collisions, ring density, ring
speed). Pressing the SELECT key will choose the
particular variation (non-scoring or scoring colli-
sions; low, medium or high density rings; and slow or
fast ring speed). Pressing START returns you to the
game screen, where gameplay is initiated by pressing
the joystick trigger button. Pressing any of the three
console buttons during gameplay returns you to the
menu.
There are many dangers in Saturn's rings. You
must avoid collisions with the chunks of rocks and
ice that constitute the rings themselves, and the elec-
trical discharges that randomly arc across the gap.
You should also be aware that the artifact is still
active and will fire its missiles at anything in its path.
Player movements are controlled by the joysticks.
Your missiles are fired by pressing your trigger but-
ton. Each player may have only one missile on screen
at a time. Missile directions, either left or right, are
controlled by the computer. Player destruction oc-
curs when your saucer has suffered a total of ten
collisions with missiles or ring debris. Collision
counters appear at the bottom of the screen. If the
non-scoring option is used, collisions with ring debris
do not count. Contacts with the white-hot nozzle of
the artifact or the electrical discharges are instantly
PAGE 38
ANALOG COMPUTING
ISSUE 19
fatal. Colliding with the opposing player's saucer
results in the destruction of both players.
To win the game, you nnust hit the rocket nozzle of
the artifact with one of your missiles. The artifact will
stop, and the nozzle will begin to cool. Once it has
cooled you must dock your saucer with it. If the
other player has been destroyed you have won, and
the game is over. If not, then you're a sitting duck.
You can neither fire nor retreat while docked, but
your opponent retains his mobility. It's either him or
you! Only one person can rescue the alien ship! D
BASIC listing.
18 REM *K* BATTLE IK THE B RING «*#
20 TRAP 20:? "HftKE Cfi55ETTE {83^, OR !>I
5K' tl3'"j:IHPUT 05K:IF DSK>1 THEN 20
30 TRiiP 4O800:eflTft 0,1.2,3,4,5,6,7,8,9
,0,0,0,8,6,8,6,10,11,12,13,14,15
40 DIM DflTSCgiJ ,HEHf22) :FOR K=e TO 22;
READ N:HEKCX3=H;NEHT K ; LINE=990 : RESTOR
E 1006: TRAP 120:? "CHECKIHG DflTft"
50 LI«E=LIKEU0;'' "LIHE:";LINE;REftD Dfl
T5:IF LEN(&ftT$)<>90 THEK 220
60 DfiTLIH=PEEKtl333+PEEK(1843K256:IF D
ftTLI«<>LIHE THEN ? "LINE ";LIHE:" HI55
ING!";END
70 FOR K=l TO 89 STEP 2 : Dl = ft5C CDftTS CX,
K)5-48;D2=a5CfDflTSfK+l,K+l) J-48:B¥TE=H
EXtD15#16+HEXfD2)
80 IF PflS5=2 THEN PUT ai,BYTE:NEKT K:R
Eftf) CHK5UM;G0T0 58
98 T0TftL=TOTAL+BYTE:IF T0TflL>999 THEN
TOTftL-TOTfiL-1800
180 NEXT X:REftD CHK5UM:IF T0Tflt=CHK5UM
THEM 56
lie GOTO 228
126 IF PEEKC1953 06 THEN 228
ISa IF Pft55=e THEN 170
140 IF HOT DSK THEN 160
156 PUT »1,224;PUT ttl,2:PUT »1,225;PUT
tti,2;PyT ttl,0;PUT «i, 32: CLOSE tti:ENi)
160 FOR K=:l TO 79:PUT ttl,e;NEXT X:CL05
E ttl;EN&
170 IF NOT 05K THEN 206
180 ? "INSERT DISK WITH DOS, PRESS RET
URN"j:DIM INS(1):IMPUT INS:OPEN «1,8,6
,"D:ftUTORUN.SYS"
196 PUT «1,255:PUT ttl,255;PUT «1,8:PUT
»1,S2:PUT fii,l,{6:PUT ai,45:G0T0 218
206 ? "READY CASSETTE AMD PRESS RETURN
"i:OPEN ttl,8,128,"C;":RE5T0RE 239:F0R
X=l TO 40:READ W;PUT ai,K:NEXT X
216 ? :? "WRITING FILE" : PASS=2 : LIHE=99
0;RESTORE 1800:TRAP X28:G0T0 50
228 ? "BAD DATA; LIKE ";LINE:EKD
238 DATA 8,28,216,31,255.31,169,6,141,
47,2,169,60,141,2,211,169,0,141,231,2,
133,14,169,56,141,232,2
246 DATA 133,15,159,0,133,16.169,32,13
3,11,24,96
1686 DATA D8A203B&C02A9DC4e2BDBC2fi3DDC
66CA10FlA9008D88D2A9038DeFD24C302C48A5
CA8D04D4A92CSD0002684e48,46
1610 DATA A5CC8D04©4A9398D8e62684e48A9
823D0AD48D61D4A9498D0062684848A5CA8D04
D4a9568D6Oe258404Sa5C98D,753
1626 DATA 04D4A91F8D60e26846A981ACDDe6
A2e0205CE4A5C9C969D00160C6C9A5C9Fe0160
A90885C9A2BFADO506C96AF0,975
1930 DATA 061869O14C9026A9089D0206698e
9D33064986CACACAD8F16flA9e2A2 80ACDD6688
265CE4A5C9C909D8ei68C6Cfl,901
1046 DATA A5CAFe2BA5B8Fe25C6B8A5B88D62
DeAEE206A6ieBD532A9iB2E888iOF78EE2e5E6
4BD08AA2O08EE2e68Ee2D0B6,31
1650 DATA B86OA90885CAA20CAD1586C96AF0
06186 9014CF82Oa9Oe9Di2e&69809D26064980
CACACAD0F1A5B8D033AD0AD2,181
1060 DATA 298F85CD1869O2185DlE66fle02D3
F206F08488i8F860A5CDeAe60fll8693885B88D
82D0A9CS8De0D28D61D2A904, 740
187G DATA 8DlE62t58A9C68D6ED4A0DBe68D81
D4A5C98D64D4A5CBC9i0C'0634C62E4ADEB86F0
6DC988F889EEEBe6ADEBe68D,697
1080 DATA 83D2E6CBfl5C8296iF0e34C62E4C6
CCA5CB298F85CB4AAfiBD4B2ft8D2410A5B9F067
C6B9A5B98D03D8A5CCF6634e,673
1098 DATA 62E4A90885CCAD2206C995D88FA2
Ee86B98Ee2D2A2818Ee3D28EEB86C924D8eBA2
ee8Ee2D28E03D28EEB06A6Cl,3i8
1188 DATA E80eD84C18C98D904718C91£B042
38E98DOA0A6A85CDA9CC38E5CD85CDA28018B5
B0C96B9eeC18C982B00 71865,39?
1110 DATA B6C5CD9808E8EeS2DeE84C1222A5
CD85ClBDe7D6A9268D90D2A98E8DaiD2A9058D
lE02AD2206C93FF0861869ei .632
1126 DATA 4C2122A9e08D22068D25864C62E4
A21FA90695B89DE006CAieFSA9e985C9A91085
CBA9048DDB06A980AAA8A918,523
1130 DATA 8D07D4A91B85C3A91C85B4A91D85
B5A91E85B3A9E085CFA91285BB8DF462A96085
BA85CEAAA8B1CE91BAC8DOF9,103
1146 DATA E6B8E5CFE8E002D0F0C6BBCSBBA0
O8A90885BAB90F299iBAC8C078D0F6A260A0D0
86B6BD0B2A91BAE8E038F908,1O
1150 DATA C8DOF3E6BB4C9922A24DA8088C2F
02BDC4 2A9D0e66CAi6F7A9068C3e828D3102AD
066685BB84BA98Aft91BAC8D6,425
1166 DATA FBE6BBE8E8eBD6F4A288AD66e685
BBADDCO685CF86BAAD0ftD22903A8B9e72A85CE
18AC0AD2C86BBOF8BiBAC9G8,619
1170 DATA D0F2AD0AO2290FFOF905CE91BAE8
E4CFDeD7A20ei8A5BA698685BA9682E6BBA5BB
CD1F06D067A4CF88888884CF,218
1188 DATA CD26a6DeB7ADlF0685BBADeAD229
03A8B9672A85CEADeflD22983A8B9872O85CF18
AD0AD2F6FAC969B8F685BA9D, 856
1190 DATA F266AO0eBlBAD0EBAD8AD2290FFe
F96 5CE91BAAD0AD2298FF8F905CFAe8091BAE8
E003&888A9O0A2i29D0©6?9D,848
1286 DATA 8007CA10F7AO14AD060585BB85CF
A96B85CEE886BABlBA91CE8810F9A014E8fl5Bfl
18698685BA9e02E6BBA5CE18,44
1210 DATA 698685CE9ee2E6CFE012D6DCA8e3
B94 72A9920188810F7A9108D64868D6EeSA9ee
Afi8D63658D6D66A91885B!58A,lll
1226 DATA 85BAA891BAC8D0FBE6BBE8E088De
F4A205A9e69D62D0CAlOFAA96C85B2A9038DlD
D8A93E8D2F028D1ED8A9788D,466
1230 DATA 61D085B78De0DO85B6A9C485BlA9
2385B885BAA5B485B8A5B185CEASB585CFA8e7
B9862991BA9iCE8810F6E6CF,232
1240 DATA E5CFAO74A90e85CEA9ei91CEC8C0
7CDOF9A070A9Ce91C2A67F91C2A203Bf>Ra2f;9D
C80 2CA18F7A9688D64D485Cfi,810
1250 DATA 85CC8D1FD985C5A90985C4A9638D
260269268 D2702A9eiA26eA804285CE4A9Ae8D
2882A9288D290 2A902A200A0,434
1266 DATA 03205CE4A967A221A63F205CE4A9
208D8102A91F8Dee62A9C08D9ED4A9018DlB!>0
AD8402D0834CC624AD85e2De,35
1270 DATA F3A98F8D1C82AD1C02D8FB85CBA9
8885C9A9818D1C62E6C8A5C82961AA85C8B5B6
Oe034C0127ft5CBC9ieDO17EE,567
1280 DATA E8O6ADE88e291F8DE806D0OAADC3
02C994F803CEC3e2BDEO6rjF04EFEE6e6BDE5e6
29039DE666D021BCftA2fiBDEC,405
1290 DATA 66C986F08CDEEC66BDECe699e5&2
4C352SA9009904D29905D29DECe6BDCO02C99F
F6eCFEC082FEC082FECOe24C.139
1360 DATA 0127BDE6e62981Fee34C01274C2?
28BDEE06F8034C1426ADe8DeF81EAe8684C18C
07D08riED8C904F0ieAACA86, 817
1310 &ATA C2ft0e6206626A6C228EF27A6C8BD
6CDeF829C984D8034C0F28C908D01BADC302C9
94FO034CeF28BCAe2AB9B6O6,916
1320 DATA 8DiE&8De834CEF284C61274C8728
BDe0D6F069Z091272e77282OD828BDe8DeF648
C904Dee620D8284C0126C908,309
1336 DATA D0152eD828fi9ie85CBA9608D2418
8D02D28D63D24C8126B4C6ftACABDE606F6e34C
01272066268 A4 A AA2eEF27A6, 89
1340 DATA C829912720D828BD84DOFe398DlE
O0267728fi»DEe6&88320EF27FEEE66BDEE66C9
e4D005ft9009DEE86B5C4A8B9,632
ISSUE 19
ANALOG COMPUTING
PAGE 39
135Q OftTfl F629C3e5D86B18B5B8C375O304B8
fl2fl965fl82fl66264CO127BD8402DO09854DB5BF
DOe34CB127BD7802C90FD005,391
1360 DflTfi 2OC8264C012738E505fi895C42066
264Cei27B5B61873E229C9ClF009C92FF0059D
00D095B6B5B485BBB5BOi879, 562
1J70 DCtTA EC29C9C5F041C922F83D85Bft95B9
08076986299 1B(18819F8FEE406BDE40629079D
E406<:i8B9O22ftO88491BflBDE9, 904
1380 DATA 06F00160B&E4062901fl8BDfifl2ftftrt
B9AC2fl9D94D2ft'3a59DQ5&26aB5Be85BflB5B485
BBFEE406BDE406290F9DE4O6, 738
1390 OfiTO 4Ofl839fl22flflOe491BaBDE906FO01
68BDE40629O34flfl8BD6Q2fl«ftB9flE2fl9D04D2A9
fl59De5D260i:i5BFr 005(^28020, 278
1408 DflTft C228fi5C8FO85ft20120C228fi5ClF8
07C6Clfl5C18D07!>0fiDlE02D8068D00D28D81!>2
ODlFO8C907FO034CEF2 8ilDE9,999
1418 DATA 86Fe85fl280207727ftDEA86F885ft2
81287727ft5BEF024EEF106«DF19629638DF106
D017fl5BE85C2fl9088D86D085, 151
1420 DflTft BEAO04BlC259B22ft91C28810F6fiD
lCe2D0FB4CD024FEE906FEE906BDE906C930F0
078Cflfl2fl99e4D26Sft9909DE9,236
1430 DflTfi e660A5BEP00160B5BF8D06DeB5BC
38E98285BE85C2ft804BlC219B22ia31C28810F6
6ei8a5B6C5B7BD432fi9803BD,65
1440 DATA 452fl95C6BCs5a2aft9089984l>29DE9
06fl98B9905D2B4C6B5B61879002ft95BFB5BO18
690595BC85C2ftO00BlC21DB0, 598
1450 DflTfl 2fl91C24C4O26207728BC9E2aB964
06186901C91flF08499649668fi918996406fl911
9963066858207728BCflfl2flfi9, 952
1460 DfiTrt C89904D2ft98F9905D29DEC86fl99O
9DC802B5B085BftB5B485BB86C2BDE086ftflfl007
B&8E2991BftE88810F7EO48F0,565
1470 DflTfl 098ftfl6C29DE8064C0127ft908O6C8
9DE0069D00D095B695BO8DlED0BCfl<12fl9904D2
99e5D2EEF806fl!>F006C302D0,346
1488 DGTfi 034CEF284e0127O9C88D80O2ft98E
8O81D269058DlE825O207728fi208A808ft99E8D
C0028DC102ft5B185Bflfl5B585,297
1498 DftTfi BBA5B485BlB08E2991Bft91B8E8C8
CO08l>eF3ft9028DlE02fl888flDlE82D8FBEe48D8
E34CEF28B4C6B5BF1379E229,654
1500 OOTft C9DCF80aC928F80695BF9D04D060
fi9009DO4D095BF8DlED0ft8B5BC85C2BlC25DB0
2fi91C260fl91E3DlC82ftDlC02,428
1510 DflTfi DeFBfi0e799e0D09900D288i0F7ft9
1085CBA98985C94C302C08i838?F7E183C2089
1C7E7F3C18000000103C7808,396
1528 OfiTfi 00000800187E3E7C6400183E7C3C
187E3C7800607C383C7E06Q81C3C1E3C7E7E38
088088183810800800000818,510
1530 DflTfl 2888Sfl8e988000387E183008000e
0808183C7E7888e03C3ElE7C382880800808e8
3F6E34880818783C3E1C0008,9
1548 OftTft 007C3E3C1C3E7880001838FEFEFE
38800OG84813FEflftFE3Oe48824887EaflFD1888
240O522C293C402400910842,620
1558 OflTfl 2A4A10229100198i520092892080
01400288514081008000094188000000000080
0O08800O302C393200110000,479
1560 DflTfl 8880302039320012000081818188
FFFFFFOe80OQ01FF80flO81FF0888eiFF818006
880504820099080000090000,276
1570 OftTfl O0FE084080C0FF3F1F0O00808O00
FFFFFFOO08888000FFFFFFlF0F0?03e7FEFEDE
O20000B888FCF8FaE8000000, 552
1580 DflTfl 08FEFCF8FO009e8O00F8F0EeC000
000eO0828506829fliBiCDD9F9EA8e880808O00
188818188810081908981808,525
1598 DOTfH 1818191808180883048819081008
18108818881010180310081888881808100808
181010080804100808100810,85
1600 DftTA 0884881929291888188004031008
18100808900il0180?EBEOEEEF5FaFCFE0002fl8
fifiB4BEe30C2818303020i8Cfl,229
1610 DflTfl 469E9E0ft8400O8282544797O707O
20568087568888566889560880568888805688
0C56O90R56080E568O0FB0D6,654
1620 J>ATft eei0560019BO56800F56800E5680
01>56800C8955 89865660005680095680835688
8746CE29466OO6294i880670,805
1638 DOTO 70707947332B8770465D2B787047
FE28470D2C784 76E2B478D2B78477E2B47B42B
704112280000000000626174,142
1648 DOTO 746C65O8e96E0888OO80Oe886888
0880e8746865ee620e72696E57080088808822
398e2025378834282F2D2934,37
1658 DOTO 3388e088e8F2E9EEE78eE4E5EEF3
E9F4F9O80Oa800©8F2E9EEE7O0F3F8E5E5E480
08000000000900OCAFB70008, 339
1660 DATA 0098006000000860056409850080
80000800880088030907080888088888000000
88B3OCflFB70986O080080O00,745
1678 DOTO 0808018384089880808008080832
292E27OO24252E332934390O0008e80032292E
270033302525240809009000.312
1688 DOTO E3EFECECE9F3E9EFEEF300888800
08232F2C2C2933292F2E3300900900000888B3
O3OFB2O9OEO700e000809000,331
1690 DOTO flEOFOEB3O3OFB2O9OEO70O889999
88O90e8D2Fe2OCDFe6O9E88DF482O9828DOB06
O912O22B8D38828E3102a93E,143
1780 DOTO 8D2F82ADlFD8C986D88B8CDF05fl9
1429652D4C2A22C903DO59C001F01BC002F02E
O9EFO22B8D212B8E222BO9D0,927
1710 DOTO ft22B80282B8E292B4C812CA96E02
2B8D28288E292Sfl9E0022B8D2F2B8E3e2B4CBl
2CO97EO22B8D2F2B8E392BA9,305
1720 DOTO FEO22B8&212B8E222BC8C883D002
O000O92820662D4C512CC905D88OC881F02DC8
82F06OODDEO6FO12O9088DDE,318
1730 DOTO e6098D022C8D242B3E252B4C5E2D
O9818DDE06O91CO22C8D242B8E2S2B4C5E2DOD
DC06C9BOF916C98CF024ft98fl,588
1740 DOTO 8DDC86098D022B8D2B2B8E2C2B4C
5E2DO90C8DDO06O99Oft2288D2B2B8E2C2B4C5E
2DO98E8DDC06ft9O7ft22B8D2B,83
1750 DOTO 2B8E2C2B4C5E2DOODD05C904F012
O9O48DDD06A9B4O22B8D322B8E332B4C5E2DO9
038DDO06O9C8O22B8D322B8E,595
1760 DATA 332BO91E29662D4C512C8D00D2O9
OF8D01R2A98F8DlC02ODlCe289Oe8D81O249O8
D0F48D08D28DeiD2688088eO.978
CHECKSUM DATA
(See page 21)
10 DOTO 322,351,496,811,423,729,208,60
3,555,573,694,613,29,205,214,6818
168 DOTO 771,198,962,631,491,38,155,11
4,169,239,827,872,735,188,898,7272
1868 DATA 884,258,194,78,971,848,833,2
00,347,960,439,220,298,168,335,6945
1210 DATA 898,335,199,138,732,33,251,1
88,191,749,72,627,8,49,749,5283
1360 DATA 817,35,214,132,72,749,2^1,13
,996,698,193,31,902,77,186,5308
1510 DATA 712,481,988,662,725,28,885,3
57, 915, 518, 152, 188, 416, 156, 782, 7537
1668 DATA 186,875,751,51,10,220,961,21
3,689,249,814,4859
(Assembly language listing starts next page.)
Coming
next issue:
BACTERION!
"J
Kyle Peacock
I •»• BATTLE IN THE B RINB •••
!
!ZERa PftBE VARIftBLES
PBLB
PBLl
PBL2
PBH2
PBHa
PBHl
XPB
XPl
XP2
XP3
PMVL
PMVH
11BL0
MBLl
MBU2
tne
xni
xn3
MBL
MBH
STDIR
M13DIR
XREB
SCRLBl
SCRLl
SCRL2
3CRLI
MftTH
INTL
INTH
»Ba
»Bl
• B2
»B3
»B4
»B3
«B6
»E7
*B8
«B9
*BA
aSB
*BC
»BD
(BE
»BF
• CO
• CI
»C2
• CJ
• C4
»C6
»C8
»C7
»CA
»CB
»CC
»CD
*CE
• CF
VD3LST a «0200
CDTMAl - »«226
CDTt1B2 = »a228
flTRflCT « ♦4D
!
iGAME SET-UP BEBINS
iPABE SIX VARIABLES
CHINV
ADENS
fiSPEED
SCFLA8
YMENU
EXCNTR
LICNTR
ROCNTR
EDCNTR
TCCNTR
S3CNTR
RRCNTR
E3CNTR
BOCNTR
DECNTR
nXCNTR
LIPOS
tebDB
• 06DC
»a6DD
>|96DE
«e6DF
»«6E2
«e&E4
• a6E6
««iE8
t^bE.'>
• 0&EB
»a6EC
>0lbEE
tISbFe
«»6FI
»96F2
1 SYSTEM EEUATES
CHBAS
SDMCTL
SDLSTL
3DL3TH
STICKei
3TRIS0
STRISI
PCOLRe
COLDR0
PC0LR3
PCQLRl
HPO3P0
HPOSPl
HP0SP2
HP03P3
Hposne
HPOsni
HPQSM2
HP0SM3
PiaPL
n3PL
paPL
CONSOL
HITCLR
BRACTL
CHACTL
HSCROL
PMBASE
W3YNC
AUDFl
AUDCl
AU0F2
ALIDi:2
AUDF3
AUDC3
AUDCTL
RANDOn
NMIEN
PRIOR
SKCTL
3ETVBV
XITVBV
CDTMV3
CDTMV4
• a2F4
• B22F
««23a
«e231
»a278
• 0284
• 0285
• 02C0
• 02C4
• 02C3
• 02C1
»D000
• 0001
• 1)002
• D003
• 0004
• D005
• 0006
• 0007
• D00S
• D00B
• D00C
• D01F
• D01E
• D01D
• D401
• 0404
• D407
• D40A
• D200
• D201
• D202
• D203
• D204
• D203
• 02(53
• D20A
• D40E
• D01B
• D20F
• E45C
• E462
• 02 IC
• a2lE
CLD
LDX
LDft
ST A
LDA
STA
DEX
BPL
LDA
STA
LDA
STA
OMP
PHA
LDA
STA
LDA
STA
FLA
RTI
PHA
LDA
STA
LDA
STA
PLA
RTI
PHA
LDA
STA
STA
LDA
STA
PLA
RTI
PHA
LDA
STA
LDA
STA
PLA
RTI
PHA
LDA
STA
LDA
STA
PLA
RTI
• 3
PFCOL.X I set
CDLORa.x Iplay-fteld
HSEL.X scolors
ADENS. X
COLLP
«0
AUDCTL
»3
SKCTL
MENU
SCRLl
HSCROL
»DL1&^FF
VDSLST
SCRL3
HSCROL
»DL2S<»FF
VDSLST
1 Initial Ize
i sounds
•2 (turns
WSYNC icharactsrs
CHACTL iright side
«DL3ti»FF iup bottom
VDSLST jscreen half
SCRLl
HSCROL
• DL4S<»FF
VDSLST
3CRL0
HSCROL
HDLIRTNMFF
VDSLST
SSCROLL ROUTINE-TIMER 1-FOR TOPHOST
lAND BOTTOMMOST RINBS
SCROLL
LDA
»1
LDY
ASPEED
LDX
•
Oet System
JSR
SETVBV
; timer 1
LDA
SCRL0
ChP
*9
BNE
DECC<?
RTS
DECC9
DEC
SCRL0
sscroll value
LDA
SCRLB
f+Dr too and
BEQ
PSCRL
J bat torn r i ngs
RTS
P3CRL
LDA
OS
jreset scroll
STA
3CRL0
; val ue
LDX
»13
LDA
• 0603
icheck for
CMP
»iat>
1 wraparound
BEQ
PFLIP
Kilo
CLC
ADC
»1
i f 1 1 p to next
JMP
HLOOP
sdlsplay bvte
PFLIP
LDA
•a
HLOOP
STA
•0602, X
(store new
DRA
m28
(low bytes In
STA
»0li33. X
(display 11 St
EOR
• 128
DEX
DEX
DEX
ENE
HLOOP
RTS
(SCROLL ROUTI
(INNER RINBS
(
SCRLL LDA
LDX
LDY
DEY
JSR
LDA
CMP
SNE
NE-TIMER 2-FOR TWO
AND LIQHTNINB
• 2
*0
ASPEED
SETVBV
SCRL0
(scroll
(routine same
(as t i mer 1
RTS
DECCA
DEC
SCRLl
LDA
SCRLl
BED
HSCRL
LDA
XP2
BES
T2XIT
DEC
XP2
( change
( llqhtnlng
LDA
XP2
STA
HP0SP2
( posi ti on
LDX
LICNTR
(val ue of
LOV
• 24
(light, shape
( change 1 ight
LILOOP
LDA
LI3HT X
STA
!PBL21,Y (Shape
INX
DEY
BPL
LILOOP
3TX
LICNTR
CPX
H73
(light, over?
BNE
T2XIT
"
LDX
«0
(turn off
STX
LICNTR
( 1 iqhtnlnq
STX
HPDSP2
STX
XP2
T2XIT
RTS
HSCRL
LDA
• 8
STA
SCRLl
LDX
»12
LDA
• 061S
CMP
(tl06
BEQ
PFLIP3
CLC
ADC
ttl
JMP
MLINE
PFLIP3
LDA
•
MLINE
STA
•0612, X
ORA
• 128
STA
»062i, X
EOR
((128
DEX
DEX
DEX
BNE
MLINE
LDA
XP2
BNE
T2EXIT
LDA
RANDOM
AND
»13
STA
MATH
CLC
ADC
tt2
CLC
ADC
• a61E
(random gap
( asterol d
LDY
K2
LQCLI
CMP
LIPOS. Y
( pOEl 1 1 on
BEO
PUTLI
DEY
(Check for
BPL
LOCLI
( asterol d
RTS
PUTLI
LDA
MATH
ASL
A
( calcul ate
ASL
A
( inl ti al
ASL
A
( I i ghtnl ng
CLC
( position
ADC
• 36
STA
XP2
(store pos.
STA
HP0SP2
LDA
• 200
( 1 ightnlng
(zap sound
STA
AUDFl
STA
AUDCl
LDA
• 4
STA
CDTMV4
T2EXIT
RTS
(VERTICAL BLANK ROUTINE
(SCROLLS
ROCKET. ANIMATES FLAME
VBRTN
LDA
• 192
STA
NMIEN
(enable dll
LDA
CHINV
STA
CHACTL
( invert upper
(screen half
LDA
SCRL0
STA
HSCROL
( Bcrol 1 for
LDA
SCRL2
5 first ring
CMP
• 16
BNE
ROAR
JMP
XITVBV
ROAR
LDA
RRCNTR
(time to Inc.
BEQ
FLAMCK
(volume of
CMP
• 136
(rocket roar?
BEQ
FLAMCK
INC
RRCNTR
LDA
RRCNTR
STA
AUDC2
FLAMCK
INC
SCRL2
LDA
3CRL2
(time to
AND
• 1
(scroll''
BEQ
SFLAM
JMP
XITVBV
8FLAM
DEC
SCRL3
LDA
SCRL2
AND
• 13
STA
SCRL2
LSR
A
TAX
(get flame
LD«
FLTAB, X
f shaps
STfl
♦ 1024
Idliplay
LDfl
XP3
BEQ
OUTCK
DEC
XP3
ichangs hot
LDA
XP3
;tail pOB.
STA
HPQSP3
QUTCK
LDA
SCRL3
BEQ
SCRLH
jnP
XITVBV
SCRLH
LD«
• 8
arfi
SCRL3
LDfl
»B6Z2
(rocket on
CHP
#1 1
J screen?
BNE
ROQFF
LDX
• 224
? yes put hot
I till
STX
XP3
STX
AUDF2
} start sound
L.DX
»1Z')
STX
AUDC2
STX
RRCNTR
RQQFF
cnp
• 36
;rocket off
BNE
CKROM
i screen?
LDX
•
Jturn off
STX
AUDF2
irocket roar
STX
AUDC2
STX
RRCNTR
CKROM
LDX
XM3
Sfflissile in
CPX
•
luse"?
BNE
FLIPCK
JVBE go on
CLC
»no
CMP
»13
jrockat on
BCC
FLIPCK
i screen^
CLC
cnp
• 3S)
BC3
FLIPCK
SEC
SBC
• 13
; cal cul ate
flSL
A
; initial
ASL
A
ireisslle poB
ASL
A
STA
MATH
LDA
• 204
SEC
SBC
MATH
STA
MATH
istore pas.
LDX
• e>
RQMLOOP
CLC
; saucer i n
LDA
PBLB, X
Iqap?
CMP
• 1U7
BCC
TRYAB
CLC
CMP
• lie
BCS
TRYflS
CLC
LDA
XPB. X
(in front of
CMP
MATH
irocket?
BCC
STM3
!yBS
TRYftS
INX
CPX
• 2
BNE
RQMLOOP
JMP
FLIPCK
3TM3
LDA
MATH
; f ire
STA
XM3
jotisBt lea
STA
HPD3M3
LDA
• 38
Imlseile
STB
AUDFl
1 sound
LDA
• 142
BTA
AUDCl
LDA
• 3
STA
CDTMV4
FLIPCK
LDA
«lil622
CMP
• 63
BEO
PFLIP3
CLC
ADC
• 1
JMP
MLINE3
PFLIP3
LDA
• 13
nLINE3
STA
I0622
STA
*e62S
VBQUT
JMP
XITVBV
itlAIN PROORfin BEQINS
HERE
PROB
LDX
• 31
jzero out
LDA
•e
i^ero page+
CLZLOOP
STA
PBLB, X
EXCNTR,
ipage 6
STA
X jvariables
DEX
BPL
CLZLOOP
LDA
• 9
s no Bcrol I
STA
SCRLB
Juntll ready
LDA
• 16
; to play
STA
3CRL2
LDA
• 4
STA
CHINV
LDA
•
TAX
TAY
LDA
• 24
STA
PMBA3E
Jpm graphics
J location
LDA
• 27
STA
MBH
{mlssi les
LDA 928
STA PBH0
Iplaysr
LDA ^29
STA PBHl
(player 1
LDA •30
STA PBH2
; pi ayer 2
LDA ^224
STA INTH
LDA ttlS
(Character
STA PMVH
) set on
STA CHBAS
(page 18
LDA *e
STA PMVL
STA INTL
TAX
TAV
DWNLD
LDA (INTL).
Y (download ram
STA (PMVL),
Y (characters
INY
BNE DMNLD
INC PMVH
INC INTH
INX
CPX •2
BNE DWNLD
DEC PMVH
DEC PMVH
LDY •«
LDA «a
STA PMVL
CHLOOP
LDA CHTAB.Y
( load data for
STA (PMVL) ,
Y (asteroid
INY
(Characters
CPY •isa
BNE CHLOOP
LDX »e
LDY »20a
STX PMVL
C2L00P
LDA C2TAB, X
( 1 oad data for
STA (PMVL),
Y irocket
INX
} characters
CPX ^36
BED RESET
INY
BNE C2L00P
INC PMVH
JMP C2LQ0P
RESET
LDX ^77
LDY •«
STY SDMCTL
DLOOP
LDA SDLIST
X 1 1 oad name
STA S0600,X (display
DEX
(list onto
BPL DLOOP
J page si :t
(tell comp.
LDA •*
STY 3DLSTL
(Mhere dlist
STA 9DL3TH
( is
LDA »a6ai
STA PMVH
STY PMVL
TYA
TAX
CLOQP
STA (PMVL)
V (Clear
INY
( dlBpl ay
BNE CLOQP
( area
INC PMVH
INX
CPX •ll
BNE CLOQP
LDX *e
LDA »06a6
STA PMVH
LDA ADENS
STA INTH
STX PMVL
RANDC
LDA RANDOM
(color for
AND »Z
( asterol d
TAY
( character
LDA COLOR. Y
STA INTL
RANDP
CLC
LDY RANDOM
( random
CPY •l^?
[position
BCS RANDP
LDA (PMVL)
Y
CMP sa
( occupl ed"*
BNE RANDP
(yes go back
RANDA
LDA RANDOM
( random
AND •IS
( aster oi d
BEQ RANDA
( character
QRA INTL
STA (PMVL)
,Y (Store in
INX
( di spl ay
CPX INTH
(line done?
BNE RANDC
LDX •»
CLC
LDA PMVL
ADC •128
(do next line
3TA PMVL
BCC ASKIP
INC PMVH
ASKIP
LDA PMVH
CMP
• B61F
BNE
AENDCK
LDY
INTH
DEY
DEY
DEY
STY
INTH
AENDCK
CMP
*lil626
•all lines
BNE
RANDC
( done?
LDA
SHilF
STA
PMVH
RANDC2 •
LDA
RANDOM
i same as
AND
• 3
( above but
TAY
( for
LDA
COLOR, Y
( asterol ds
STA
INTL
i acr OSS gap
LDA
RANDOM
i from each
AND
• 3
(other for
TAY
( 1 ightning
LDA
COLOR, Y
STA
INTH
RANDP2
CLC
LDA
RANDOM
BEQ
RANDP2
CMP
• 105
BCS
RANDP2
STA
PMVL
STA
LIPOS. X
LDY
•a
LDA
(PMVL) , Y
BNE
RANDP2
RANDA2
LDA
RANDOM
AND
• 15
BEQ
RANDA2
ORA
INTL
STA
(PMVL) , Y
RANDA3
LDA
RANDOM
AND
• 15
BEQ
RANDA3
ORA
INTH
LDY
• 128
STA
(PMVL) , Y
INX
CPX
• 3
BNE
RANDC2
LDA
•
LDX
• 18
CLRAST
STA
»a7ae, x
(Clear lines
STA
S0780, X
(saucer start
DEX
( posi t i ons
BPL
CLRAST
LDY
• 20
LDA
*0606
STA
PMVH
STA
INTH
LDA
• 107
STA
INTL
INX
STX
PMVL
WLOOP
LDA
(PMVL) . Y
( wr aparound
STA
( INTL) , Y
( di spl ay
DEY
larea for
BPL
WLOOP
( cont i nuouB
LDY
• 20
(scrolling
INX
LDA
PMVL
CLC
ADC
• 128
STA
PMVL
BCC
(JSKIPl
INC
PMVH
MSK I P 1
LDA
CLC
INTL
ADC
• 128
STA
INTL
BCC
W3KIP2
INC
INTH
WSKIP2
CPX
• 18
(f i hi shed?
SNE
WLOOP
(no go back
LDY
• 3
RQLQOP
LDA
ROTAB, Y
; load rocket
STA
»1»2B, Y
(data 1 nto
DEY
(display area
BPL
ROLOOP
LDA
• 16
STA
• 0664
(initialize
STA
sa66E
( scores
LDA
•
TAX
STA
»0663
STA
• 066D
LDA
• 24
STA
PMVH
TXA
STA
PMVL
TAY
CLRPMG
STA
(PMVLI . Y
( cl ear pm
INY
( graphics
BNE
CLRPMQ
( area
INC
PMVH
INX
CPX
• 8
CO
c
m
>
>
I—
o
o
o
o
Tl
c
H
z
o
"0
>
Q
m
; Inl i al ire
pi a vef/
missile
iset
et up
raptii
cs
; dtna
iclr callla.
i i nl ti dl i 2e
; saucer
j pDsi 1 1 ons
LDPLYR3
BNE CLRPMG
LDX (t3
LDA #0
STfl HP0SP2
DEX
BPL 2LD0P
LDfl #108
9T« PBL2
LDA »3
3TA QRACTU
LDft *b2
STfl SDMCTL
ST« HITCLR
l-DA »I20
BTA HP03P1
STfl XPi
STA HPOSP0
STA xpa
LDA •ft
STA PBLl
LDA »33
STfl PBL0
STA PnVL
LDA PBH0
STB PPIVH
LDA PBLl
STA INTL
LDA PBHl
STfl INTH
LDY #7
LDA PLSHP.Y iload
STfl (PMVLS.Y Iplaver-
STfl <INTL1,Y idata ipto
DEY ipct, area
BPL LDPLYR3
INC INTH
INC INTH
LDY •lla
LDA (»ffl
STA INTL
LDfl #1
LDTfilL STA ( INTLl ,
INY
CPY #124
BNE LDTAIL
LDY •IIZ
LDA •172
STA (NBL) ,Y
LDY •I??
STfl (HBL) . Y
LDX »-i
PCLOOP LDfl PCOL, X
STfl PCOLR0.
DEX
BPL PCLOOP
LDA *8
STA H3CR0L
STA SCRLl
STA 3CRL3
STA C0N30L
STfl STDIR-M
LDfl •?
STA STDIR
)
ISET SYSTEM TIMERS,
;VERT. BLANK AND DL! ROUTINES
I
LDA II3CR0LL!.»FF jtlirer
STA COTMfll
LDA •SCRQLL/236
STA CDTMAl-H
LDfl #1
LDX «0
LDY #4
JSR SETVBV
LDA •SCRLLi»PF I timer
STA CDTMfl2
LDA »SCRLL/23i
STA CDTMn2+l
LDA #2
LDX »0
LDY #3
JSR SETVBV
LDA »7
LDX »VBRTN/236 ivertic
LDY •VBRTN8i»FF Iblank
JSR SETVBV
LDfl •DLIRTN/236
STfl VDSL3T*1
LDA •DLIRTN4»FF
STA VD3L3T
LDA »192
STfl NMIEN
LDfl •!
STfl PRIOR
3TL00P LDfl 3TRIS0
BNE 3B2CK
JflP QETDEL
3BZCK LDA STRIBl
BNE STLOOP
QETDEL LDA WIS
STA CDTflVI
1 1 pad hot
E roc ko t
I tal 1
i set pi av
1 col ors
! inl tlal i ze
» scrol 1
i set 1 1 nqs
tdll
S set plug
» pri ori ty
J check
; tri ggerg
S+or game
I start
DSTLOOP
LDfl
CDTMV3
BNE
DSTLOOP
STA
SCRL2
lal low
LDfl
»a
1 acrol 1 Ing
STfl
SCRLS
MLOOP
LDA
• I
;game proa
STfl
CDTHV3
; pegl ns
INC
XREG
;move timer
LDfl
XREB
I pi «vr 1 ndex
AND
**1
TAX
STA
XREG
LDfl
XPB, X
scheck far
BNE
TAILCK
? dead pi Aysr
JtIP
INCM
TAILCK
LDA
SCRL2
jcheck for
cnp
H 16
; mi Bsi le
BNE
EXPCK
ICQl 1 1 slon
INC
TCCNTR
iwith rocket
LDA
TCCNTR
I tai 1
AND
• 3 1
itime to
STA
TCCNTR
icoal tail?
BNE
EXPCK
! no go on
LDA
PCQLR3
CMP
• 148
BEQ
EXPCK
DEC
PC0LR3
;cool tall
EXPCK
LDfl
EXCNTR.
X jcheck count
BEQ
BOUNCK
;for player
X ! exp 1 osl on
INC
EDCNTR.
LDfl
EDCNTR.
X
AND
• 3
; ti me to
STfl
EDCNTR.
X ;chanqe exp?
BNE
EXLCK
;no go on
LDY
3NDX, X
E3CNTR.
;change sound
LDA
X iget sound
!f fnlshed?
CMP
• 128
BEQ
EX3N0FF
; ves Q-f +
DEC
ESCNTR.
X ;no maka
LDA
ESCNTR.
X i changes
STA
flUDC3. Y
JMP
EXLCK
EX3N0FF
LDA
•
; turn sound
STfl
flUDF3, Y
lo-f f
STfl
flUDC3, Y
STA
ESCNTR.
X
EXLCK
LDA
PCOLR0.
X ;change
CMP
• 139
i col or
BEQ
BLINC
INC
PCDLRa.
X
INC
PCOLR0,
X
INC
PCOLR0.
X
JMP
INCM
BLINC
LDfl
EDCNTR.
X
AND
• 1
BEQ
BLJUMP
JMP
INCM
BLJunp
JMP
BLPL
BOUNCK
LDfl
BDCNTB.
X icheck for
BEQ
RMCK
Ibounce
JMP
REBOUND
RMCK
LDfl
n3PL
scheck for
BEQ
PLPLCK
; col 1 1 si on
LDY
•
5 with
STY
XM3
; rocket" s
STY
HP0SM3
t ml SSI les
STY
HITCLR
CMP
• 4
BEQ
PLPLCK
TAX
DEX
STX
MBL
LDY
• 6
JSR
MOVPLYP
LDX
MBL
JSR
EXPLD
LDX
XREB
PLPLCK
LDA
P0PL. X
;check for
BEQ
MPFCK
', pi aver /
CMP
• 4
jplayer
9 col 1 I si ons
BNE
PL8CK
JMP
PBLPL
PL8CK
CMP
• 8
:hit hot
BNE
DOTWO
! tal 1?
LDfl
PCOLRS
CMP
• 14B
BEB
YOTHER
JMP
PBLPL
i yes kill
YOTHER
LDY
OTHER. X
;no tal 1
LDA
XP0, Y
HITCLR
5C001 game
STA
1 over
BNE
IJUMP
JMP
ENDIT
IJUMP
JMP
INCM
DOTWa
JMP
BLBOTH
Iklll both
MPFCK
LDA
HPOSP0,
X Icheck for
BEQ
MPLCK
smlsBl 1 e/
JSR
MISEXP
ipl ayf 1 el d
t col 1 l si ons
JSR
EXSOUND
JSR
TOM
sml ssl 1 e off
MPLCK
LDfl
M0PL, X
PLPFCK
;check for
BEQ
imisel le/
DOTAY
3TRCK
STORX
RAISE
CMP
BNE
JSR
JMP
CMP
BNE
JSR
LDA
STA
LDA
STA
SI A
STA
JMP
LDY
TAX
DEX
LDA
BEG
JMP
JSR
TXA
LSR
TAX
JSR
LDX
JSR
JSR
LDA
BEQ
STfl
JSR
LDfl
BNE
JBR
INC
LDfl
CMP
BNE
LDA
STA
LDA
TAY
LDA
CMP
BNE
CLC
LDfl
CMP
LDA
BCS
LDA
TAY
JSR
JMP
LDA
BNE
STfl
LDA
BNE
JMP
LDfl
CMP
BNE
JSR
JMP
SEC
SBC
TAY
STfl
JSR
JMP
LDfl
CLC
ADC
CMP
BEQ
CMP
BEQ
STA
STfl
LDfl
STfl
LDA
CLC
ADC
CMP
BEQ
CMP
SEQ
STA
STA
LDY
LDA
STA
DEY
BPL
INC
LDA
AND
STA
TAY
LDfl
• 4
M8CK
TOM
PLPFCK
• B
PLEX
TOM
• 16
SCRL2
•
S1924
flUDF2
flUDC2
PLPFCK
MISDIR.
I pi ayer
tcolllslons
ihl t tal 1?
I no go on
lyes stop
crocket
; h i t saucer
EXCNTR. X Idead yet?
M3C0R jho score it
INCM Sves
MOVPLYR imove plyf
EXPLO i
XREQ
MISEXP
TOM i
HPOSM0. X
BTRCK i
HITCLR !
eXROUND I
SCFLfle !
REBOUND !
EXPLO :
BQCNTR. X
BOCNTR, X
• 4
RUBBER
•
BOCNTR, )
STDIR, X
BOUNCE.'
• 4
DOTAY
PBL0, X
• 1 17
»«
DOTflY
• 5
MOVPLYR
INCM
STRIO0.X icheck
add score
missile of f
;check for
p 1 Ayer /
pi ayf i el d
col 1 i si ona
scori ng?
no go on
yes score
; bounce
; p 1 yr off
1 rocks?
■ yes
t no end
; bounce
I bounce pi yr
3TIK
ATRACT
XM0, X
STIK
MISL
3TICK0,
• 15
QSTIK
ROTOR
INCM
• 3
STDIR. X
MOVPLYR
INCM
XP0. X
PXDIR. Y
• 193
RAISE
• 47
RfllSE
HPOSP0.
XP0. X
PBH0. X
PMVH
PBL«,X
PYDIR. Y
• 197
ROTOR
• 34
ROTOR
PMVL
PBL0. X
PLSHP.Y Iplayer
(PMVL),Y ivert. move
PLOOP
ROCNTR, X
ROCNTR. X
• 7
ROCNTR, X
) tr I goers
jno attract
I ml ssl 1 e
1 al ready i n
; use?
: icheck
» j oyst Icks
i no move
! yes
iget
; movement
i 1 ndex
i check limits
: iplayer
ihorlz. move
ROTATE, Y
LDV
ff4
STft
(PMVL ) , Y ; rotate
LDA
SSCNTR.X ffiaucer
8E0
DOROT ^center
RTS
DQRQT
LDft
ROCNTR, X
AND
tt 1
TflY
LDft
SNDX, X
TAX
LDft
MSAUSND.V ;mQving
STft
AUDF3,X ; saucer
LDft
1tl65 ; Bound
STft
BUDC3, X
RTS
ROTOR
LDft
PBLB.X islower
STft
PMVL ;station«ry
LDft
PBHB.X Jrotate
STft
PMVH
INC
ROCNTR, X
LDft
ROCNTR, X
AND
• IS
STft
ROCNTR, X
lSR
A
TflV
LDft
ROTATE, Y
LDY
«4
STft
(PMVL) ,Y
LDA
SSCNTR, X
BEO
D0R0T2
RTS
D0R0T2
LDft
ROCNTR, X
AND
*Z
LSR
A
TAV
LDft
SNDX, X
TAX
LDft
SSAUSND, Y
STA
AUDF3,X jstatlonarv
LDft
1*165 ;3Qund
STA
AUDC3, X
RTS
INCH
LDA
XMB ! check
BEQ
CKMl 1 ml ssl I e
LDX
#0 ?(TtQvement
JSP
BDIR
CKMl
LDft
Xhl licheck
BED
CKM3 smlsalle 1
LDX
ttl {movement
JSR
BDIR
CK.M3
LDft
XM3 I check
BEQ
NEXIT ; mlssl le 2
DEC
XM3 jmovement
LDft
XM3
STA
HPaSM3
NEXIT
LDft
CDTMV4 i check sound
BNE
BUTCK ; timer
STft
AUDFl
STft
AUDCl
BUTCK
LOA
CONSOL SCheck
CMP
#7 ^console
BEQ
SH0T3ND
JMP
END IT
SHOiaND
LDft
SSCNTR 1 check Shot
BED
SHOTSNDZ i sound
LDX
»0 icounter
JSR
INCSHOT
SHQTSND2
LDft
S3CNTR-H
BEQ
TOMEX
LDX
»i
JSR
INCSHOT
TOnEX
LDA
MBL2 ;chect< for
BEQ
EXIT lend o-f
INC
MXCNTR ;mi SSI le
LDA
MXCNTR ;e)iDlosion
AND
»3
STft
MXCNTR
BNE
EXIT
LDA
MBL2
STA
MBL
LDA
• «l
STA
HPQ3M2
STA
MBL2
LDY
»4
ronLODP
LDft
(MBL) , Y
EOR
MX3HP, Y
STft
(MBL) . Y
DEY
BPL
TOMLOOP
EX IT
LDft
CDTMV3 :check
BNE
EXIT jmove timer
JMP
MLQQP ; start over
INCSHOT
INC
SSCNTR, X ichanqe sho
SSCNTR. X f sound
INC
LDA
SSCNTR, X
CUP
»48
BEQ
END3H0T
LDY
SNDX, X
AUDF3, Y
STft
RTS
END3H0T
LDA
tt0 jturn o-f +
STA
SSCNTR, X ishot sound
RTS
MISEXP
LDA
nBL2
check miss.
BEO
DOEXP
ex pi osl on
RTS
1 n use
DQEXP
LDA
XM0, X
load
STA
HP0SM2
ml S5t le
LDA
MBLB. X
e:<p 1 osi an
data
SEC
SBC
*2
STA
MBL2
STA
MBL
LDY
tt4
MI XLOOP
LDA
(MBL) , Y
ORA
MX3HP, Y
STA
(MBL) , Y
DEY
BPL
MIXLOQP
RT3
MISL
CLC
determine
LDA
xpe
mi ssl 1 e
CMP
XPl
direct 1 on
LDA
MDIRl , X
BCC
GETDtR
LDA
MD1R2, X
HISDIR, X
SETDIR
STA
LDY
SNDX, X
LDA
• 8
STA
AUDF3, Y
STA
SSCNTR, X
LOA
HI 39
STA
AUDC3. Y
LDY
MISDIR, X
LDA
XPa, X
initial
CLC
missl le
ADC
MSPDS, Y
poai 1 1 on
STA
XMlS, X
LDA
pbl4, X
CLC
ADC
»3
STA
MBL0, X
STft
MBL
LDY
*0
LDA
(MBL) , Y
■ 1 oad
QRA
MSSHP, X
,missile
STA
(MBL) , Y
; data
JMP
ST IK
EXPLO
JSR
EXSOUND
LDY
SCORE, X
LDA
*eib64, Y
iaet score
CLC
ADC
• 1
t add one
CMP
• 26
; 10 yef
BEQ
NEXP
lyes kill
STA
•0664 , Y
; no store
F;TS
NEXP
LDA
• 16
STA
♦0664, Y
LDA
»17
STA
»a663, Y
PLA
Ipull return
PLA
i address
PBLPL
JSR
EXSOUND
LDY
SNDX, X
LDft
• 200
; start
STA
AUDF3, Y
; e>tplo3ion
LDA
• 143
; sound
STA
AUDC3, Y
STA
ESCNTR.X
LDft
• 144
; change
STft
PCOLR0, X
; color
BLPL
LDA
P6L0, X
STft
PMVL
LDft
PBH0, X
STB
PMVH
BTX
MBL
LDA
EXCNTR, X
TAX
LDY
»7
BLQl
LDA
EXSHP. X
: 1 oad
STB
(PMVL) , Y
; expl osi on
I NX
; shape
DEV
BPL
BLOl
CPX
• 64
! finished^
BEG
EXOFF
TXA
LDX
MBL
STA
EXCNTR. X
; store data
JMP
INCM
? number
EXOFF
LDA
•
jturn off
LDX
XRES
sexplQSi on
STft
EXCNTR, X
STA
HPOSP0, X
jplayer off
STA
XP0. X
i screen
STA
pbl4. X
STA
HITCLR
LDY
SNDX. X
AUDF3. Y
STA
STA
AUDC3, Y
DECNTft
INC
LDA
DECNTR
CMP
• 2
;QDth dead?
BNE
SOBftCK
ino t}0 back
JMP
ENDIT
jgame over
eOBftCK
JMP
INCM
EXSOUND
LDft
• 200
1 col 1 i sion
STft
AUDFl
1 sound
LDA
• 142
STA
AUDCI
TIMER
LDA
• 3
;aet sound
STA
CDTMV4
1 t i mer
RTS
BLBOTH
JSR
EXSOUND
; saucers
LDX
#0
; col 1 ided
LDY
•
1 kl 11 both
LDft
• 133
STft
PCOLR0
STft
PCOLRl
LDA
PBLl
STA
PMVL
LDft
PBHl
STA
PMVH
LDA
PBHa
STft
PBLl
BL03
LOA
EXSHP, X
STA
(PMVLJ ,
Y
STA
(PBL0) ;
Y
INX
INY
CPY
• 8
BNE
BL03
LDA
• 2
STA
CDTMV4
LDY
•
TIMCKB
LDA
CDTMV4
BNE
TIMCKB
CPX
• 64
BNE
BL03
JMP
ENDIT
;game over
ODIR
LDY
MISDIR,
X Saet
i dl rect i on
LDft
XM0, X
CLC
ftDC
PXDIR, Y
CMP
• 220
scheck
BED
TOM
(limits
MXLCK
CMP
• 40
BEQ
TOM
STA
XM0, X
HPO3M0,
imove miss
STA
X
RTS
TQM
LDA
•
iturn off
STA
HPOSM0,
X ; mi ssi le
STft
XM0, X
HITCLR
STft
C/3
c
m
ENDIT
ENTCK
TAY
LDft
STft
LDA
EQR
STA
RTS
LDft
STft
LDft
BNE
LDY
3TA
STft
DEY
BPL
LDA
STA
LDA
STft
JMP
MBL0, X
MBL
(MBL) , Y
MSSHP, X
(MBL) , Y
• 30
CDTnV3
CDTMV3
ENTCK
• 7
HPOSP0, Y
flUDFl ,Y
ENDLP
«16
SCRL2
• 9
SCRL0
MENU
>
z
>
o
o
o
o
c
H
o
vail plyrs
soff screen
i sound off
! stop
I scrol Is
i ASTEROID CHftRftCTER DftTfl
.BYTE 0, 24.36, 127 126, 24 40, 32
.BYTE 0, 28. 126, 127,60,24
.BYTE 0,0,16,60,120,8,0,0
.BYTE a, 0, 24, 126.62 124 IBS
.BYTE 24,62,124.60,24,126,60,120
.BYTE 0.96,124,56,40,126,4,0
.BYTE 28,60,30,60,126,126,56,0
.BYTE 0,0,14,56,28,0,0,0
.BYTE 0,0,24,32, 0,0,0, IS
.BYTE 0,0,56,126,24,48.0,0
.BYTE 0,0,0,24,^60,126,120,0
.BYTE 0, 60,42,30, 124, i6, 32,0
.BYTE 0,0,0,0,63,110,32,0
.BYTE 0.24,120,60,62,28,0,0
.BYTE 0,124,62,60,28,62,120,0
i SAUCER SHAPE
1
PL3HP
.BYTE 0,16,36,234,234,234,36,0
(EXPLOSION SHAPES
!
^^ ^ .BYTE 0,8,64.24,234,170,234,48
.BYTE 4, 128,36, 128, 126. 170, 233. 16
.BYTE 0,36,0.82,44,41,60,64
.8VTE 36,0, 143,8, 6i, 42.74, 16
5
o
m
CO
.BYTE 34, MS, a, IS, 127,82.3.146
.BYTE lit, 32. lie. 1.64,2. 128, Bl
.BYTE 44, 1 .«. 12a>,eT,A5, 12a
.BYTE 0.0.4, a,*. 4,a,0
PLINE .BYTE «. B , •SB , •2C , »39 , • 32
.BYTE n, »l i,a,a, «. a, »3a, »2C, tT"?
. BYTE •32.0. »i2,0,0
i MOVEMENT INDEXES
)
PXDIR .BYTE 1 . 1.1 ,0. 253, 233.2SS. 0,0,0
PYDIR .BYTE 1 , 253 , , , 1 25S , . , 1 , 233
!
! BOUNCE MOVEMENT INDEXES
t
3. 4
t
JMENU SELECTIONS
.BYTE 0, 0, 0,0,0, 0,0, 0, a, •74, •68
.BYTE »i.5,0, ♦42, e,»72, »49, ♦iE
.BYTE •67,0,0
.BYTE 0.0,0.34,37,0,44,37,55.0
.BYTE 32.40,47,43,41.52.51
BOUNCE
MSPOS
COLOR
BYTE 1.0,6,0,3.4.7,0,
BYTE 0, 0,7,0,0. 0, 234
BYTE 0. 64. 12a. 192
ROCKET CHARACTER DATP
C2TflB .BYTE 235,43,31,0.0.0,0.0
.BYTE 233,235,233.0,0,0,0.0
.BYTE 233.233.233,31,13,7,3.7
.BYTE 234,254, 2?:!. 2, 0. a, 0,0
.BYTE 252,248.240.224,0,0,0,0
.BYTE 254.232,248,240.0.0.0,0
.BYTE 248,240.224,192,0.0.0,0
!MISS;LE MOVEMENT INDEXES
1
MDIRl .BYTE 2,4
MDIR2 .BYTE 6,2
ROTflB .BYTE 134,27.28.221
FLTAB -BYTE 139.138,140.0.0.0,0,0
SLIBHTNINO SHAPE DATA
1
LIGHT .BYTE 14,8,16,24,8.16,8,16,8
.BYTE 8,16.8,16,16,14,24.8
.BYTE 14.8,8,4,8,16,8,16
.BYTE 8.16,16,8,16,8,14,14.24
.BYTE 8,14.8,14,8,8.16.8
.BYTE 14.8.8. 24 14. 14,9, B
.BYTE 4.14.9,8,14,8.14.8.4
.BYTE 8,16,32,32,24,8,14,12
.BYTE 4,8.16,8,14,14.8.3
SCORE .BYTE a, lA
OTHER .BYTE 1.0
SRDTATINa SAUCER CENTER DATA
RIN8D
RINaS
LOW
MEDIUM
HI8H
SLOW
FAST
RINSDY
RINQSY
COLL IS
COLLIBY
SCDRY
SCORN
MENU
22, 238, 24 6,23E1,232, 234
I
ROTATE .BYTE 126,190,
SNDX .BYTE 0.2
M3AU3N0 .BYTE 160,170
SSAUSND .BYTE 180,190
MSSHP .BYTE 3, 12
MXSHP .BYTE 32,16,48,48,32,16
PCOL .BYTE 202,70.138.158
MSEL .BYTE 10,4,0,0
PFCOL .BYTE 40,37,68,12!
DISPLAY LIST INTERRUPT ALLOWS
RINGS TO SCROLL INDIVIDUALLY
SAME DISPLAY LIST
DLIST .BYTE 112.112,112.32,86,0.7
.BYTE 86.0.8,84,0,9,84,0,10
.BYTE 86,0,11,128,84,0,12,86.0,
.BYTE 84,0,14,84.0.15,174
.BYTE 214,0.14,86,0,16,176
.BYTE 66.128,13,86,128.14
.BYTE 84, 12B, 13, 84. 12a. 12, 128
■BYTE 84.128,11,86,128.10
.BYTE 84.128.9.86.128.8
.BYTE 86,128.7.70
.WORD PLINE
.BYTE 70,96.6,32,63,0,6
IMENU DISPLAY LIST
.BYTE 112.112
.WORD TITL
.BYTE 7,112. 70
.WORD AUTM
.BYTE 112,112,71
.WORD COLLISY
.BYTE 71
.WORD SCORY
.BYTE 112,71
.WORD RINSD
.BYTE 71
.WORD LOW
.BYTE 112,71
.WORD RINGS
.BYTE 71
.WORD SLOW
.BYTE 112.63
■WORD MDLIST
1 12, 112,71
OPOUT
JBELL
SELCK
.BYTE 0, 0. 0, 0,«F2, »E9, SEE, •E7
.BYTE 0,«E4,«E3,^EE,»F3, »E9,»F4, »F9
.BYTE 0,0, 0, 0, 0,»F2, »E9, »EE, •E7
.BYTE 0, »F3. »F0, tE3, »E3, •E4
" *" " ~ 0, 0, 0, 0, »AC, «AF, »B7
. BYTE
.BYTE 0:0'
.BYTE
. BYTE
0,0,0,0.0,0,0, •AD,«AS,»A4
♦A9, •B5, »AD
~ ~ " «, 0. 0, 0, 0, »Ae, •A9, »A7
!,0,0,0,»B3. »AC.«AF. •B7
'. 0,0,0. *A4.^A1.^"""
.BYTE 0,0,0,0,0,^42, ^41 . »74
.BYTE •74, •4C, »43, 0, »69, •4E, 0,
.BYTE 0,0,.-
.BYTE »AB,0
.BYTE 0,0,0
.BYTE 0,0,0
. BYTE •B4.a, ^,~ ,~
.BYTE 0. 0. 0, 0.^32, »29,»2E,»27
.BYTE 0, t24, »23, »2E, •33. •29, •34. »39
.BYTE 0, 0. 0.0, 0, »32, «29,«2E, »Z7
.BYTE 0, •33, •30,«23. •25, »24
■BYTE 0. 0.0, 0, 0, »E3, »EF, »EC, (EC
.BYTE »E9. •F3, »E9, »eF. »£e. »F3
.BYTE 0,a,0,0,»23,»2F,»2C
.BYTE •i:C,»29,t33,»29 •2F,»2E »33
.BYTE 0, 0.0, 0, 0,1(1, a. •83. •fl3. »flF
.BYTE «B2, »A9, »AE, »A7.
.BYTE 0.0,0.0.0,»Ae,»AF »AE,»B3
.BYTE •A3,«AF,»B2,«A9.»iE. •A?. 0.0,0
LDA »0
STA SDMCTL
LDY VMENU
LDA »224
STA CHBAS
LOA #2
STA CHINV
LDA «MDLISTI,«FF
LDX ((MDLIST/254
STA SDL3TL
S1X SDUSTH
LDA »62
STA SDMCTL
LDA CONSOL
CMP #6
BNE OPTCK
STY YMENU
LDA »20
JSR BELL
JMP PROQ
CMP tt3
BNE SELCK
CPY »1
BED OPTl
CPY (12
BED 0PT2
LDA •CDLLISfc^FF
LDX «C0LL!S/236
STA MDLIST-H5
STX MDLIST*16
LDA SRINBDYUFF
LDX »RINBDY/236
STB MDLIST*22
STX MDLIST»2J
JMP OPOUT
LDA »RINaD5;«FF
LDX IIRIN8D/254
STA MDLI3T+22
STX MDLIST-f23
LDA »RINSSY8<»FF
LDX »RINBSY/236
STA MDLIST+29
STX MDLIST+30
JMP OPOUT
LDA tlRINGSSt»FF
LDX »RINGS/236
STA MDLIST+29
STX I1DLIST + 30
LDA »CaLLISYS.^FF
LDX »CaLLISY/236
STA MDLIST-M3
STX M0L13T-H6
INY
CPY #3
BNE JBELL
LDY #0
LDA »40
JSR BELL
JMP CONCK
CMP •S
BNE CONCK
CPY •!
BEO 8EL1
CPY »2
BEO SEL2
LDA SCFLAB
BEQ NOSCOR
LOA (t«
STA SCFLAQ
LDA »SCORY!<»FF
LDX
lt3C0RY/236
9TA
MDLIST*18
STX
MDLIST*19
JMP
SELOUT
NOSCOR
LDA
»1
STA
SCFLAG
LDA
»SCORNi»FF
LDX
•8C0RN/256
STA
MDLIST-HB
STX
MDLIST-i-19
JMP
SELOUT
SELl
LDA
ADENS
CMP
»10
BEO
MEDSEL
CMP
• 12
BEO
HISEL
LDA
»10
STA
ADENS
LDA
»LOWS<^FF
LDX
• L0W,'236
STA
MDLISTf25
STX
MDLIST.f26
JMP
SELOUT
MEDSEL
LDA
»12
STA
ADENS
LDA
«MEDIUMi»FF
LDX
1»MEDIUM/Z34
STA
MDLIST-23
STX
MDLIST+26
JMP
SELOUT
HISEL
LDA
«14
STA
ADENS
LDA
ltHlGH!<»FF
LDX
•HlSH/236
STA
MDLIST-f23
STX
MDLIST<-26
JMP
SELOUT
SEL2
LDA
ASPEED
CMP
• 4
BEO
FflSTSEL
LDA
It4
STA
ASPEED
LDA
*SL0U8<»FF
LDX
t3L0W/236
STA
MDLI3T-f32
STX
MDLIST-f33
JMP
SELOUT
FA5TSEL
LDA
• 3
STA
ASPEED
LDA
»FASTi»FF
LDX
•FAST/236
STA
MDLI3T+32
STX
MDLI8T+33
SELOUT
LDA
• 30
JSR
BELL
JMP
CONCK
BELL
STA
AUDFl
LDA
• 173
STA
AUDCl
LDA
• IS
STA
CDTMV3
BTIME
LDA
CDTMV3
DRA
• 160
STA
AUDCl
EOR
• 160
BNE
BTIME
STA
AUDFl
STA
AUDCl
RTS
Me)RE UTILITY.
\
TOP-DOS. . .the best DOS
for your Atari computer.
TOP-DOS is a powerful, user-friendly
Disk Operating System (dos) that gives
you more functions and features than
any other DOS written for Atari com-
puters. Yet TOP-DOS is compatible with
Atari software.
Here are a few of the features and
commands you can expect to find in
TOP-DOS.
POWERFUL
Tlirns large jobs into small ones.
You'll find all the familiar features of
Atari dos 2.0 in top-dos but with added
functions and six new commands.
Turn your major disk operations into
small tasks with the ability to create a
file of commands that can be executed
in a single line. Or restore deleted files
with one command.
FLEXIBLE
Tailor top-dos to your needs.
TOP-DOS is flexible to meet the needs of
virtually any user
For example, the file directory can be
listed in multi-column format to help
you find your files. The amount of your
Wljat independent reviewers
say of TOP-DOS:
"TOP-DOS gives the user many ad-
vanced features fowid only in
systems running o?2 much larger
machines. . . . This DOS is fast, easy
to use, and extremely powerful, but
most of all, a bargain. . . a best buy
in the softivare marleetplace."
Larry Dziegieletvskt, antic
"Tloe UNDELETE command is superb
— one of the best things to come
along in a long time.
BillHowey, a.n.a.l.o.g.
"The first thing that really impressed
me ivas the full use of the screen, giv-
ing me access to a large amount of
worle. histoiy.
Peter Ellison, ROM
FRIENDLY
TOP-DOS interacts with you.
Use computer prompts when you need
help. As you gain experience switch to
one-line commands for more speed.
You'd expect to pay more for all
these features. However, top-dos is
only $49.95.
And there's no risk, top-dos is
guaranteed to please you or return it
within 30 days for a full refund.
SAVE $10
If you order top-dos before June 1,
1984 you will save S 10 off the regular
price. Order today and get more from
your disk drive. Send a check or money
order to eclipse, 1058-A Marigold
Court, Sunnyvale, CA 94086. Or call
(408) 246-8325.
involvement in file manipulations can
be changed with the many options
available. System parameters can be
tailored to your preference with the set
command.
eCLI»E
TOP-DOS handles double-density and double-sided Percom-compatible disk drives, and includes all the features of its predecessor, dos-mod. atari is a registered trademark of
Atari, Inc. TOP-DOS and oos-twlOD are trademarks of eclipse. Prices are subject to change without notice. Shipping charges are prepaid. California residents add 6.5% sales tax
($39,95 -f 2.60 = $42.55; after June 1 , 1 984: $49,95 -I- 3,25 = $53,20).
CIRCLE #124 ON READER SERVICE CARD.
PAGE 46
ANALOG COMPUTING
ISSUE 19
Bulletin Board
Systems
for your Atari
PITTSBURG ATARI COMPUTER ENTHUSIASTS
THE BREAD BOARD SYSTEM
Pittsburg, PA
Denver, CO
BBS# (412) 655-2652
BBS# (303) 690-4566
30-minute time limit
AURA
Silver Spring, MD
UFONET
BBS# (301) 587-2132
Golden, CO
Atari only
BBS# (303) 278-4244
15-minute time limit
JOE'S COMPUTER
Montgomery, AL
BBS# (205) 288-1100
ARMUDIC
Covers various computers
Washington, DC
BBS# (202) 276-8342
MINES OF MORIA
Atari only
Aptos, CA
BBS# (408) 688-9629
ORLANDO CONNECTION
Covers various computers
Orlando, PL
GFxBBS
BBS# (305) 644-8327
Covers various computers. 20-minute time limit
Cupertino, CA
BBS# (408) 253-5216
PCP/M
Atari only
Cheltenham, PA
BBS# (215) 836-5116
ITSY-BITSY BBS
Atari only
San Jose, CA
CP/M
BBS# (408) 298-6930
30-minute time limit
BEST LIl ILE BBS
AARDWOLF-EXPRESS
Arlington, VA
Fremont, CA
BBS# (703) 524-7006
BBS# (415) 651-4147
Atari only
Covers various computers. 30-minute time limit
CHULA VISTA BBS
SEACOMM-80
Chula Vista, CA
Seattle, WA
BBS# (619) 691-8367
BBS# (206) 763-8879
Covers various computers
Covers various computers
RACS V
NW MICRONET
FuUerton, CA
Tacoma, WA
BBS# (714) 524-1228
BBS# (206) 535-2837
Covers various computers
Covers various computers. 30-minute time limit
ISSUE 19
ANALOG COMPUTING
PAGE 47
BURG BOARD
Amarillo, TX
BBS# (806) 374-9711
Covers various computers. 30-minute time limit
ACENET
Pittsburgh, PA
BBS# (412) 655-2652
Atari only
AMIS
Providence, RI
BBS# (401) 521-1998
Atari only
TINBRAINS
Summerville, SC
BBS# (803) 871-3468
Covers various computers. 30-minute time limit
APEX
Laporte, TX
BBS# (713) 471-7117
Atari only
STARFLEET ATARI COMPUTER USERS' GROUP
Littleton, CO
BBS# (303) 758-6233
6PM - 10PM MST, 24 hrs on Sunday
BATON ROUGE ATARI GROUP
Computer Electronics
Baton Rouge, LA
BBS// (504) 273-3116
MACE
Southfield, Ml
BBS// (313) 274-3940
Atari only
JERSEY ATARI COMPUTER GROUP
High Bridge, NJ
BBS// (201) 377-4084
ATARI COMPUTER ENTHUSIASTS
Eugene, OR
BBS# (503) 343-4352
PHILADELPHIA ATARI COMPUTER GROUP
Hatfield, PA
BBS// (215) 836-5116
AURORA COMPUTERS
Chicago, IL
BBS# (312) 897-9037
Covers various computers. 45-minute time limit
RCP/M
Baton Rouge, LA
BBS# (504) 273-3116
Atari only
CP/M
XModem software needed
BARTON DATA LINE
Ann Arbor, Ml
BBS# (313) 662-8303
Covers various computers. 30-minute time limit
GRASS
Grand Rapids, MI
BBS# (616) 241-1971
Atari only
TWIN CITIES ATARI INTEREST GROUP
Minneapolis, MN
BBS# (612) 432-3779
Atari only
SOUTHERN NEVADA ATARI COMPUTER CLUB
Las Vegas, NV
BBS# (702) 733-9488
Atari only
ASTROCOM
New York, NY
BBS# (212) 799-4649
Covers various computers
KOMPUTER KLASSIFIED
Cincinnati, OH
BBS# (513) 631-3332
Covers various computers
SOFTWARE SAFARIS
South Oklahoma City, OK
BBS# (405) 636-0218
Atari only
HERE COMES THE FUN!
PLAY
BEAT
THE
BEAJLES
on
Interactive"%BSoftware
48K Disk or Cassette $24.95
Available Now. Order Direct From:
Interactive Software
P.O. Box 991
Bala-Cynwyd, pa 19004
For All atari Brand Computers
©1 983 INTERACTIVE SOFTWARE. (21 5) 725-9756
NOT AFFILIATED WITH ATARI. JNC.
CIRCLE »125 ON READER SERVICE CARD.
PAGE 48
ANALOG COMPUTING
ISSUE 19
A look at
Modems
by Charles Bachand
One of the most exciting possibilities open to
computer users is in the field of telecommunication,
the passing of data back and forth over a telephone
line. Unfortunately, Ma Bell is not set up to handle
the transmission of binary data. It has to be con-
verted to a more suitable medium, in this case that of
sound waves. The little black box that handles this
magical process is known as a modem.
Sending data over a phone is very similar to send-
ing data to a cassette recorder. Both procedures
require the generation of different audio frequen-
cies. With a cassette recorder, only two different
frequencies are needed to represent the one's and
zero's of binary data. A high bit is represented by a
5326 Hz tone while a low bit uses a frequency of
3995 Hz. The data to and from a cassette recorder
gets transfered at a speed of 600 baud (600 bits/sec).
This works out to 60 bytes/sec, though in actuality
the speed is somewhat less, mainly due to inter-
record gaps, the silent passages recorded between
records on a tape.
A modem operates a little differently. Instead of
using two separate frequencies, a modem requires
four. This is because a modem has to have the ability
to send and receive data simultaneously. It also needs
two separate sets of frequencies: one set for trans-
mitting and one for receiving. This is necessary, since
your telephone incorporates an audio feedback cir-
cuit. You might have noticed that when you talk into
the transmitter end of a telephone, you are still able
to hear your own voice, although attenuated, in the
receiver. The psychological reinforcement this pro-
duces allows one to use a telephone with much more
confidence. Otherwise, you might start thinking that
the line was dead, or that the other person might not
be able to hear you. With this in mind, if we were to
use a system with only two tones, our computer
might interpret data we were sending out as coming
from the other computer. To alleviate this problem,
we use two sets of frequencies. One group of tones is
sent by the modem originating the call. Here we use
audio tone of 1070 Hz to represent a logic and
1270 Hz to represent a logic 1. The modem that is
answering the call on the other end of the line sends
back data using 2025 Hz for logic and 2225 Hz for a
logic 1.
Most modems are designed to connect to a com-
puter through an interface using the RS-232C stand-
ard, though some of the new dedicated modems
connect through the serial I/O connector or through
one of the joystick ports. The use of the RS-232C
standard can be traced back to the computer's dark
ages, some 20 years ago, when telecommunication
was in its infancy. No one then had heard of present
day TTL circuitry, which is based on a 5 volt power
supply. Back then all they had were computers which
used two power supply voltages (+12 and -12 volts).
So it's no wonder that the voltage levels they decided
upon for their interface standard were based on the
voltages +12 and -12. Most standard modems need
an 850 Interface Module to work with an Atari
computer. The 850 converts the +12 to -12 volt
ISSUE 19
ANALOG COMPUTING
PAGE 49
signal from the modem to one of a zero to +5 volt
level that the computer can handle.
Now let's discuss connecting your modem to the
telephone. There are two basic ways to do this. The
easiest method, from the manufacturer's standpoint,
is the use of an acoustical coupler. This is merely a
microphone and speaker combination that is placed
in close proximity to the telephone's handset and
allows the modem to actually talk and listen through
it. The second method is to connect the modem
directly to the phone line, bypassing the telephone
altogether. This is by far the preferred method since
no outside noise will be picked up by the telephone
receiver and it also makes available the ability to have
the computer dial the phone number for you.
One drawback of direct connect modems, as far as
the manufacturer is concerned, is the government
certification that each model has to go through in
order to legally be attached to your phone line. Ma
Bell understandably does not want anything catas-
trophic happening to their equipment and has speci-
fied that any third party hardware must be tested by
the FCC as to its design worthiness. In other words,
the modem should not be designed in a way that it
might short circuit, sending 117 volts of house cur-
rent into the phone line or acting as a radio transmit-
ter turning the phone line into a giant broadcast
antenna.
A less involved method of hooking up a modem is
by tying it directly into the telephone. As you will
notice I did not say telephone line, but telephone.
Your telephone already incorporates the circuitry
needed to isolate it from the phone line. Instead of
including isolation circuitry in the modem, we can
let the telephone's electronics do the isolation work
for us. The manufacturing costs are reduced and the
need for certification is eliminated since we are not
connecting directly to the phone line. The modem is
patched into the circuit between the handset and the
phone base unit using modular connectors. This
necessitates having the phone off the hook while the
modem is in use since the phone -considers the
modem as another receiver.
Now to sum up. Cost-wise, the handset direct
connect modem is the cheapest way to go. Performance-
wise, the true direct connect modems are the most
reliable and feature packed of them all. And when
the need for portability arises, the acoustic modem
cannot be beat. So it really boils down to what you
want your modem to do, and what you can afford.
Striking a happy medium is the hard part. D
Low-Cost Printer Interface
Additions for Cassette
by Charles Bachand
The Low Cost Printer Interface article by Paul
Swanson that appeared in ANALOG issue #16 has
produced highly favorable remarks from our reader-
ship and should encourage the submission of more
hardware/software articles in the future. Unfortun-
ately, a very small number of our readers found out
that the software would not function properly for
them. Those having problems have been cassette-only
users. Some were good enough to point out that
when they tried the interface and software on a
friend's computer which included a disk drive, the
whole thing worked perfectly! We re-examined the
machine language software that drives the interface.
The software will not work with a cassette-only
system without the following changes:
1) Delete lines 210 and 220 as they are no longer
needed.
2) Change lines 230 and 360 to read:
230 POKE 12,216:P0KE 13,6:P0KE 9,1
360 DftTA 208,244,169,128,153,27,3,169,
6,153,28,3,96
The added POKE statement at the end of line 230
tricks the computer into thinking that software has
been booted from a disk. The DOSINI vector will
now work properly. The last byte in line 360 repre-
sents a RTS instruction to return control back to
BASIC instead of jumping to DOS initialization code
that is not there. D
Ls;co Computer Marketing & Consultants
TO ORDER
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LETTER QUALITY
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DIABLO 630 ..$171 9.00
ALPAHCOM 42 $89.00
ALPHACOM 81 $129.00
NEC 8023 S369.0O
NEC 8025 $699.00
NEC PC-8200
COMPUTER $CALL
OKI DATA
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RX-80FT ON
FX-80 In-Slock
FX-10O EPSON
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MX-10O $$CALL$S
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92 on these
93 In-Stock
PACEMARK 2350. . . PRINTERS
ATARI 850
REPLACEMENTS
IN-STOCK
CITOH
GORILLA GX100 $179.00
PROWRITER8510 ...$339.00
PROWRITERII $659.00
8600 $1025.00
STARWRITER $1 099.00
PRINTMASTER $1499.00
STAR MICRONTICS
GEMINI 10X $269.00
GEMINI 1SX $CALL
DELTA 10 $479.00
MODEMS
ANCHOR MARK I
ANCHOR MARK I
HAYES SMART ,.
I HAYES MICRO II
Micro Bit
^PP-1000
NOVATION
I CAT
I D-CAT
I J-CAT
I APPLE CAT II ...
212 APPLE CAT .
..S79.00
I. S79.0O
.S239.00
S309.00
$129.75
S 144. 00
$155.00
$115.00
$279.00
$589.00
MONITORS
Sakata Color $229.00
Amdek Color I $275.00
Amdek 300 Green $149.00
Amdek 300 Amber ... $1 49.00
Gorilla Green $99. OO
PARKER BROTHERS
Tutanktiam R $33.75
Super Cobra R $33.75
Astro Chase R $33.75
Frogger R $33.75
QBert R $33.75
Popeya R $33.75
Risk R $42.75
Chess R $42.75
SPINNAKER
Story Machine R $26.75
Face Maker R $24.75
KInderomp R $20.75
Fraction Fever R $24.75
Delta Drawing R $26.75
SSI
Battle of Shilo C/D $26.75
Tigers In the Snow C/D $26.75
Battle for Normandy C/D . . $26.75
Knights of the Desert C/D .$26.75
Cosmic Balance C/D $26.75
ON-LINE
Froggar $24.95
Wizard » Prin $26.95
ROKLAN
Wizard of War $29. 75
Gorf $29.75
D«lux Invader $27.95
BIG 5
Miner 2049 ^ $32.75
APX 3R Math $19.95
Typo Attack $24.95
Family Budget $19.95
F. Cash Flow $1 9.95
EASTERN HOUSE
Monkey Wrench 2 $52.75
BLANK DISKETTES
ELEPHANT
SlnglaSldaSOdO) $17.75
Single Side DD(10) $21.75
Double Side DO (10) $26 75
MAXELL
MDM10) ,28.75
MD 11(10) $38.73
CERTRON CASSETTES
CC-10 12 for $15.00
CC-20 12 for $17.09
INNOVATIVE CONCEPTS
Disk Storage (holds 10) $4.05
Disk Storage (holds 1 5) .... $9.95
Disk Storage (holds 50). ... $26.95
8R0DERBUND
Bank Street Writer D $49.75
AE D $24.75
Apple Panic D $23.75
Chopilfter ROW $32.75
David's Midnight $24.75
Stellar Shuttle C/D $18.75
Ft. Apocalypse $24.75
SYNAPSE
BLUE MAX C/D $24.75
Ft. APOCALYPSEC/D. . . $24.75
PHAROAH'S CURSE C/D ... $24.75
DUST COVERS
BOO $3.99
400 $3.99
1200 $3.99
410 $3.99
810 $3.99
1050 $5.99
PROWRITER $5.99
GEMINI 10X $5.99
PERCOMDISK $5.99
ALIEN GROUP
Voice Box 2 . $99.75
DON'T ASK
Sam $41.75
Abuse $15.95
Teleatri $27.95
Poker Sam ..$24.95
PACMAN
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DIG DUG
DEFENDER....
CENTIPEDE ...
EPYX
GATEWAY TO
ASPHIR $28.75
JUMPMAN JB R $28.75
PIT STOP R $28.75
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ATARI
(.ompulers for people.'
O
600X1 SCALL
800XL for
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1020 PRINTER NOW
1025 PRINTER |N
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1050 DISK DRIVE ....$SAVE$
1010 RECORDER $74.75
DEADLINE •■$34.75
ENCHANTER -$34.75
INFIDEL .$34.75
PLANETFALL $34.75
STARCROSS-$34.75
SUSPENDED ••*34.75
WITNESS ..$34.75
ZORKI ...$34.75
$29.75
$29.75
$29.75
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TRAK DISK DRIVES
AT-D1 $37rf00
AT-D2 $399.00
PRINTER CABLE $22.95
Software for ATD-2 S22.9S
RAN A
DISK DRIVE
COMPUTER CARE
BIB
5'/. DISK DRIVE
CLEANER $12.75
COMPUTER CARE
KIT $19.75
HARD DISK
DRIVES for
APPLE IBM-PC
5MEG $1349.00
10MEG ...$1599.00
15MEG ...$1999.00
20MEG ...$2359.00
■Allit S IM OO lor T RS Hfl !)■ v.-s
TEXAS
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FOR ATARI
COMPUTERS
AT88S1 ..
AT88S2 . .
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09 TO ORDER
CALL TOLL FREE or send order to
800- 233-8760 ^Ts'oTZT
■Oustomer Service 1-717-327-1825 Jersey Shore PA 1774C
CIRCLE #126 ON READER SERVICE CARD.
POLICY
In-stock items shipped within 24 hours of order. Personal
checks require lour weeks clearance before shipping. No
deposit on COD. orders. Free shipping on prepaid cash orders
within the continental U.S. PA residents add sales tax. All
products subject to availability and price change Advertised
prices show 4% discount offered lor cash, add 4% tot Master
Card or Visa. DEALER INQUIRIES INVITED.
ISSUE 19
ANALOG COMPUTING
PAGE 51
Public
Domain
Terminal
Software
by Tony Messina
Many of you, I'm sure, read other computer publi-
cations and know for a fact that these periodicals have
had issues dealing with telecommunications. Usually
they contain reviews on modems, tips for effective
telecommunicating, articles on available devices and
reviews of commercial terminal software. Sounds
like this issue of ANALOG Computing! One item
which I know you have not seen (until now) is an
overview of Public Domain Terminal Programs
available for Atari computers. Here is what you have
been waiting for.
About the list.
The list is not all-inclusive, but it does contain all
the programs which are commonly found on various
Atari Bulletin Boards, user group libraries, or time
sharing services such as CompuServe or The Source.
Remember, this is an overview, not a review. The
programs are ordered alphabetically and not by any
order of preference. I shall try to discuss the main
features of each program, any hardware require-
ments needed to operate a particular program and, of
course, give credit to the author(s) if known.
The programs.
AMODEM 4.2 - Jim Steinbrecher
850 Interface /Disk drive required
There are many versions of AMODEM floating
around amongst the Atari user community. The
major versions 1,2,3,4, etc. were written and released
by the author. The .1-.9 additions of any major
version were modified by various users and released
to the user community. Version 4.2 offers selection
of Translation mode. Disk menus from multiple
drives. Duplex operation selection, baud rate selec-
tion, and upload/download capability with or with-
out error checking. Error-free protocol is via the
Ward Christiansen format. Files may be captured
and sent to your printer, disk drive, cassette, modem
port or screen. This program is very reliable and will
work on all AMIS BBS systems and time sharing
networks. Some download/upload protocols (binary,
for example) are not supported. It is rumored that
there exists a compiled version of this program
(4.83) as well as a Hayes Smartmodem/autodial
PAGE 52
ANALOG COMPUTING
ISSUE 19
version (4.9). The program is written in Atari
BASIC with machine language I/O support routines.
COMM40/80 ' Alex M. Stevens
850 Interface /Disk drive required
This is a nifty program. It can use 40 columns or
an emulated (via software) SO-column format. The
version I have supports uploading/downloading and
is Vidtex compatible. This lets you call up weather
maps or other information on CompuServe or
another Vidtex system and see them displayed in
all of their colorful glory. A status hne at the bottom
of the screen informs the user of the mode and the
status of that mode (on/off. ) Another feature allows
the use of prestored phone numbers, logon ID's and
passwords for use with the Hayes (or Hayes-
compatible) Smartmodem. The feature is not fully
implemented but is promised to be available soon.
Semi-automatic storage to a specified device on
buffer full conditions is also implemented. This
helps prevent overwriting data when your computer
memory is full. The program is written in machine
language with the phone number creator/editor
written in Atari BASIC.
jTERM ' Frank Jones
850 Inter face /Disk drive required
As with AMODEM, JTERM has many versions
which have been modified by various users and
released into the public mainstream. JTERM sup-
ports upload/download from/to the disk. Optional
features allow selection of Parity, Translation, and
Duplex modes. Memory can be dumped to printer,
disk or cassette. There are versions around which
support Smartmodems. Selective capture of incom-
ing data is available via the select button, so that
everything sent and received does not end up in
memory unless you want it there. Captured buffers
may be sent to any of the previously mentioned
devices. All options within the program are selected
via combinations of the START, OPTION and
SELECT buttons. This program is written in a com-
bination of Atari BASIC and machine language.
TSCOPE-JoeMiUer
No 850 Interface needed. Disk Drive is required
TSCOPE is the only program in our list which
does not need an 850 interface to operate, although it
will not hurt anything if you do have one. All inter-
face routines are integrated within the program.
This program was originally designed for use by
Atari*SIG members on CompuServe. TSCOPE is
rapidly gaining in popularity. TSCOPE supports the
Atari 835 and 1030 modems as well as all other
non- Atari modems. It runs on all Atari machines,
including the XL series. TSCOPE allows upload/
download of ASCII and BINARY files on Compu-
Serve SIG*Atari. Files may be saved to disk also. The
format used for the up/downloading is semi-
automatic and therefore will not work on anything
other than the CompuServe system (at least not yet. )
Don't despair: rumor has it that some clever folks
have made modifications already, and that a few
AMIS Bulletin Boards do in fact support the
up/download format of TSCOPE. There are too
many features of this program to mention. Let's just
say that if you want it, TSCOPE has it. TSCOPE
does support Vidtex formats on CompuServe. The
program is written in machine language.
UP /DOWNLOAD TERMINAL - Bob Hartman
850 Interface /Disk
These programs originally appeared in ANALOG
issues 2 and 3. Since then, rumor has it that they have
been modified by a cast of thousands. They (in the
original form) are simple terminal programs designed
to allow logon to other systems/BBS's so that you
can download more extensive terminal programs.
They do allow a SAVE to disk and work very well in
many applications. They are written in Atari BASIC
with machine language I/O support.
Other programs.
There are other public domain terminal programs
out there. Since I have not seen or used them, I'll just
list the ones I have heard about. Maybe you'll recog-
nize the name if you happen to run across them in the
future. Other programs out there are:
AMISTERM
DATATRAN
DISKLINK
MINITERM
VTERM
How do I get 'em?
The programs I discussed are available in XA2
database on CompuServe. Other places you should
look are your local Atari user group library, friends
or other time sharing systems, such as The Source. If
you're struck in the Atari Telelink I/II syndrome (i.e. ,
no way to dump programs to disk or cassette), then
find a good friend, take him out to dinner and dis-
cuss the possibility of him getting some of these
programs for you. It's worth the cost of a dinner —
believe me! If all else fails, use Charles Bachand's
program from this issue and start calling the numbers
on the BBS list (elsewhere in this issue.) You're
bound to find some BBS that has at least one of the
above mentioned programs.
And in conclusion . . .
I've tried to mention the major features of each
program. Most have many more. If you do find one
on a BBS (or wherever), make sure you get the
documentation. Nothing is more frustrating than
obtaining a great free program and not knowing how
to use it. In addition, once you get one, pass it on to a
friend! If you know of any other public domain
terminal programs which I missed, please write us
here with the information so that we can pass it on.
Good luck in your search! D
Always the Lowest Prices on the Finest Quality
at. . . COMPUTER CREATIONS
A
ATARI
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ATARI 600 " Home Computer (1 6K RAM) CALL FOR
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ATARI 600XL 5.95
ATARI l650 5.95
ATARI 800XL 5.95
ATARI 1027 5.95
EPSON MX-80 5.95
EPSON FX-80 5.95
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EPSON FX-100 7.49
GEMINI 10X 5.95
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RADIX 10 5.95
RADIX. 15 7.49
POWERTYPE 5.95
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^K commodore
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1530 Datasette . .65.00
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1541 Disk Drive 239.00
1650 Modem 79.00
1526 Printer 269.00
COMMODORE
INTERFACE CABLES
Cardco A 54.00
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MODEMS
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Transterm Software 29.00
ACCESSORIES
Data 20 (80CHR.) 129.00
Data 20 (80 CHR./CPM). 229.00
Koala Pad 69.00
ATARI ADDITIONAL EQUIPMENT
ATARI 850 ' Interface fvlodule
ATARI 1010" Program Recorder CALL
ATARI 1020~ 40-Column Color Printer/Plotter FOR
ATARI 1 025" 80-Column Printer UPDATED
ATARI 1027" Letter Quality Printer PRICES
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CX77 ATARI Toucti Tablet"
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Powertype Daisywhieel 379.00
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AXIOM AT-100 (80 Column) Includes Interface & Cable .... 229.00
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OKIDATA 92P 449.00
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APE FACE 65.00
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Epson Printers 6.00
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Gorilla" Hi Res 1 2" Non-Glare Screen 89.00
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Sakata SC 1 00 Color Screen 239.00
NEC 1 260 1 09.95
Monitor Cable 1 0.00
MODEMS
MPP-1 OOOC Modern 129.00
Signalman Mark II Modem 79.00
Hayes Stack Smartmodem (300 BAUD) 239.00
Hayes Stack Smartmodem ( 1 200 BAUD) 549.00
Novation J CAT 11 9.00
Novation 103 Smart CAT 189.00
Novation Auto CAT 1 99.00
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CASSETTE FILES
Flip 'N' File $3.95
Flip'N' File 15 6.95
Flip -N' File 50 26.95
Flip 'N' File/The Original... 19.95
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Disk Bank 3.99
Disk Bank (Plastic) 1.99
Blank 30 Min. Cassettes. ... 1 .29
Blank 10 Min. Cassettes 99
RAM (MEMORY) BOARDS
Intec 64K Board (400) 109.00
Intec 48k Board (400) 89.00
Intec 32k Board (400) 39.00
Microbits 64k (600XL)
Expansion 1 29.00
80 COLUMN BOARDS
BIT 3 249.00
To order call TOLL FREE
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PAGE 54
ANALOG COMPUTING
ISSUE 19
The
Saturday Mght
Special
or:
How to write a modem
program in one day
by Charles Bachand
This should not be considered as a full-blown,
whiz-bang, do-everything-but-walk-the-dog terminal
program. This is more of a bare-bones, kick-it-in-
the-side-to-see-if-it's-dead type of program. It was
written merely as a simple means of acquiring some-
thing better. If you have AMODEM or JTERM or
DISKLINK or that great CompuServe downloader
TSCOPE then do not bother with this program.
However, if all you have with your modem and 850
interface module is a TeleLink cartridge, then this is
what you have been waiting for. (This program will
not work with an Atari 835 or 1030 direct connect
modem, although we are working on something
along those lines).
To run this program, format a new disk and write a
copy of DOS II onto it. You will also need to copy
the AUTORUN.SYS file from your DOS II master
disk to this new disk. This file will allow the 850 to
boot with the disk drive on. Next, you run the fol-
lowing BASIC program which will write a binary file
named SNS.OBJ to your disk. You now have a disk
with four files on it: DOS.SYS, DUP.SYS, AUTO-
RUN.SYS and SNS.OBJ. Now comes the tricky
part. You have to append the SNS.OBJ file onto the
AUTORUN.SYS file. We do this with the copy
command in DOS II by typing:
5M5 . OBJ , AUTORIJN . 5 V5/fl
You can now try out your new toy by turning on
your computer after power has been applied to the
850, your modem and your disk drive. Remember,
this is a bare-bones system. It cannot dial for you and
it will not type logon commands for you. It does not
have a screen buffer and it will not fine scroll, but it
does have a text capture buffer. When you wish to
download text to your computer to save on a disk or
cassette simply press the START key. The computer
will begin putting all the text it receives from the
modem into its memory. You then proceed to read a
program from the bulletin board you are connected
with. Besides the text going to the screen, it is also
being put into memory. Remember, this is only a
capture buffer. It cannot hold files bigger than the
amount of memory available and you will be warned
when the buffer is full.
When you are done with the download and want
to save the text that is in memory, just press the
SELECT key and the program will ask you for a file
name. Just type C: for a cassette save or D: and then a
valid DOS file name to save to disk. After you have
now acquired one of the better public domain
ISSUE 19
ANALOG COMPUTING
PAGE 55
modem programs, you need never use the Saturday
Night Special again. After all, no one is going to use
a do-nothing program like this more than once, are
they? D
BASIC Listing.
CHECKSUM DATA
(Seepage 21)
Ifl DOTO 879,957,832,439,727,195^599,55
3,272,761,611,124,258,778,36,7961
160 DflTO 165,622,524,790,596,903,437,1
87,925,68,863,946,816,7842
10 RFM «*« SOTIIRD<»V MTfJHT SPFCTor **«
20 OftTO 0,1,2,3,4,5,6,7,8,9,0,8,0,0,0,
0,0,10,11,12,13,14,15
30 l>TM l>fiTS(99) ,HEHf22J :FOB H=0 TO 22:
fIF.aa lil:HEHfKJ=ll;NEKT K ; I TNF = 99fl : RF5T0P
F 10«O:TRilJP 110;' "CHECKING OOTO"
40 LTMF=lIWF+ie:' "LIWE ; "; LINE ; REOO 00
TS:IF I.ENCDAT5J <>98 THEN 160
50 0flTlIH=PEEK(183?+PEEK(184J»256:IF D
OTI IHOLTHE then ' "LINE "JLINE;" HI55
TNG'":ENO
60 FOR X=t TO 97 5TEP 2 ; DlrOSC {D0T5 (H,
K) ) -48 : D2 = 0SC f I>OT$ tK + 1 , K+IJ J -48 : BVTEzH
EKtDJ)#16+HEK(D2J
70 TF Pa5S=2 THEN PUT «1,BVTE;HEKT K;R
EfliD CHKSIJMlGOTO 40
80 T0TftL=TOTOL+BYTE:XF T0TflL>999 THEN
TOTOL=TOTflL-lO00
90 NEKT X:REOR CHK5UM;IF T0T0L=CHK5UM
THEN 40
100 GOTO 160
lie IF PEeKfl95J<>& THEN 160
120 TF Pfl55=? THEN PUT ttl,224:PUT ttl , 2
:PUT ttl, 225: PUT ttl, 2: PUT ttl, 0: PUT ttl, 3
6:CI 05E ttl ;END
130 '* "INSERT DISK, PRESS RETURN"; :DTM
INSC1):TNPUT INSlOPEN ttl, 8, O, "0 : SN5 ,
8,1"
140 PUT ttl, 255; PUT ttl, 255: PUT ttl, O: PUT
ttl,36:PUT ttl,75:PUT ttl,38:GOT0 150
150 ' :' "MPITIHG FILE" : P05S=2 ; LINE=99
0:RESTORE 1OO0:THOP 110;G0T0 40
160 ' "BAR DflTO; LINE ";LINE:ENO
1000 OOTfi 208024O90O8552O9748DC8O22OB4
24fl231flO242061>24O22Ofi90r>9D42O32e56E4Ol>
EBO2F0O62OF5244C1624204E254C 1624, 372
1010 D0T6 5445524{>494E4J4C204D4F44459e
4255464645522046554C4C7D9B534 156452042
55464645522e4F4E9B5341 5645204445, 110
1020 fXtJd 564943453O4B3O9B523O9B8E4403
8C45e3O200ft9099D42839O49034C56E4O21Oft9
0C9D42032056E4ft9679O44O3O9249D45,522
1030 OOTfl G3a9039D42O3ft9O49D4AO3O9O09D
4BO34C56E4O90O858OO220!ft9OC9D42e34C56E4
20fl624O96(i9D44O3fl9249D4503ft9229O,76
1040 DftTO 4203fl9CO9D4OO32056E4fl9269O42
03fl9009O4O032056E4O9e39l>4 2O3O90D9!>4Ofl3
2056E4O9289D4203a9009D4fl034C56E4,655
1050 OOTfl O720O9O79D42O3fl9Ofi9O48039D49
O32056E4C9081)OO2697EC920B0016OO68O48FO
253O23O0O09181E681OO02E682fl582CO,41
1060 DflTfi E602DO12fi581CI)E502DO8Bfi9FF85
80O23Fft024206l>24O200fi9OB9O42038<»9I>48O3
9D49a3684C56E4O»)FC02C9FFFO2Dfl210,74?
1070 1)610 0900904803904903090790420320
56E4C97ED002(5 9O8622048a9OO9I>48O39D49e3
ft9OB9D4203682O56E46OODlFDOC9O7F0,55O
1080 DOTO F8C906DOlftO680DO16E680(196085
«lfl9768582O9248DC802ft24Ciae244C6O24C905
DOO6fl58eFOD22Ofl6?4ft200fi95B9D4 4O3,576
1090 DOTO fl9249D4503O90C9P4803«!9OO9D49
O3O9OB9&42O32056E4<59O59D42e3fi9149«>4803
8O9D4903O94C9O4403O9269D45O32O56,796
1100 OOTO E4ftD4C26C99BD0O568684C0724O2
2009039l)4203094C90448309269l>45e3ft 90890
4fle3fl9O09D4BO32056E43098O0O0O99B,553
1110 OOTiO 9181E68ir)OO2E682O90B9O4203O9
609D44O3O9269O45O338fl581E9609D48O3O582
E9269D49032O56E43O034CO7244COF25,605
Assembly Listing.
I THE 3ATURDflV NISHT SPECIAL
>
t The One City Terminal Program!
CharlaB B«chand
I START —
I SEUECT-
I
I
I
Opens canture buffer-
KAVCK butfsr After
reguootlnQ filenanio.
TCRri mctda reentared
If [RETURN] only'
System Equates
LMfiRQN
C01.DR4
MEMTOP
BCOUNT
CH
ICCOM
ICBADR
ICBLEN
ICAUXl
ICAUXZ
CDNSOL
CIOV
I
»S2
• 02C8
• I3ZES
S02EB
• BiFC
SB31Z
»a344
• 0348
• e34A
SI234B
*O01F
SE4S&
I lef t
lAr o 1 n
(border col or
{memory top pntf
)RS-232 buff cnl
jHayboard buffer
ICIu command
fClO buff addr
SCIO buff 1 en
iClo auK byte 1
!CIO euK byte 2
Iconsole keys
iClO vector
i Zero Page Variables
I
*« «e0 IpAge zero data
8AV •» »+i (download flag
«■• » + 2 (memory pointer
ADDR
!
{ Program starts here
I
SNS
«•" S2400 Iprogram hero
JSR KQPEN
LDA mo
STA UMARGN
LDA ••74
STA CQLDR4
JSR INITR
LDX
LDV
J9R PRINT
UDX »*2e
LDfi (tl3
(Open keyboard
I get zer o
?40 column scree
Iblijc
Ifor backgraund
! i nl t Ra-532
<TMTX Jtext addr lo
>TMTX ItOHt addr hi
I? "TERM MODE"
I laCB VZ
t status command
STA ICCan.X (Cia command byte
KCHECK
Tex
Goes Mere
J3R CIOV
LDA BCOUNT
BEO KCHE-CK
JSR eET232
Jnp R3TAT
JSR READK
JHP RSTAT
I
I
I
I
TMTX
BPTX
80TX
SDTX
KNAOE
RNAHE
I
I Tent Prlntltig Routine
,
i STATUS m
(buffer count
i empty? Yes .
INo, get byte
f cont Inue
(check keys
1 con 1 1 nue
. BYTE
.BYTE
TERMINAL M0DE",»9B
._ BUFFER FULL" , »7D. •'IB
.BYTE "SAVE BUFFER QN",*'?B
BYTE "SAVE DEVICE:"
K: " ,»'?B
R: " ,»9B
. BYTE
-BYTE
PRINT
I
STX ICBADR (text addr lo
STY ICBADR+1 (text addr hi
LDX »e I lacB •«
LDA #9 (write record
STA ICCOM, X ICIO command
STA ICBLEN-H.X [large length
JMP CIOV iprlnt string
I Open keyboard for Input
LDX
LDA
STA
J3R
LDA
STA
LDA
STA
LDA
STA
LDA
STA
LDA
STA
JMP
**ie (use locB «t
HI2 (close command
ICCOM, X (CIO command byte
CIOV (CLOSE •!
» <KNAnE (Fname addr lo
ICBADR, X (CIO buf addr lo
• >KNAflE (fname addr hi
ICBADRfl.x (CIO buf addr hi
#3 (open command
ICCOM, X iClO command byte
H4 (for Input
X (CIO auK byte •!
ICAUXl ,
ICAUX2,
CIOV
• 2
LDA
STA
LDX
LDA
STA
JMP
*0
8AV
• »28
«12
ICCOM,
CIOV
; (CIO auK byte «2
(OPEN (1,4,0, "K: "
(get zero
(Clear SAVE flag
(use lOCB l»2
(Close command
tClO command
(CLOSE #2
byte
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Initialize
turn DTR line on
TR JSR CLaSE2 ; CLOSE #2
LDA • <RNAnE If nans addr la
STA ICBADR.X ICIO addr la
LDA » >RNARE ! «nai>a addr hi
STA ICBADR-t-l.X )CIO addr hi
LDA #34 fspaclal cootmand
STA ICCOn.X ICIO coamand
UDA •192 I DTR on
STA ICAUXt.X iCIO aux byte 1
JSR CIOV IXIO 34,»2, l92,a, "R:
I
{ Set for light tranalatlan
I
UDA tt3a f^neclal comAand
STA ICCOM.X ICIQ conffiand
LDA #0 flight trans
STA ICAUXl.X JCIO auK byte 1
JSR CIOV ixiQ 3a,»2,a,a, "R: "
o
in
3
3
CD
O CO
- 03 C
$30-
».T3 3
(— ♦- — ^
T3 03 3
c 3 cfl
5:-_Q.
O' =T CD
S CD OL
I Qpen "R;" for read/Mrlta node
(
LDA #3 (open connand
STA ICCOM.X ICIO command
LDA *13 iread/wrlte opt
STA ICAUXl.X ICIO aux byte 1
JSR CIOV IQPEN •2,l3,e,"R:"
I
I Enable concurrent mode 1/0
I
LDA #40 iconcurrent cmd
STA ICCOn.X ICIO command
UDA to I
STA ICAUXl.X ICIO aux byte 1
JMP CIOV iXIQ 418, #2, 4, a, "R:
I
I Read RS-232 device
QET232
UDX
#*20
UDA
#7
STA
ICCOM.X
LDA
»a
STA
ICBLEN,
STA
ICBLEN+
JSR
CIQV
CHF
•e
BNE
MOBS
LDA
#126
NOBS
CMP
#32
GCS
CFLAQ
RTS
CFUAB
LOX
PHA
SAV
BEQ
NOPOKE
BUI
NQPQKE
LBV
#0
STA
(ADDR) ,
INC
ADDR
BNE
NCARRY
INC
ADDR-M
NCARRY
LDA
ADDR-H
CMP
MEMTOP+
BNE
NOPOKE
LDA
ADDR
CMP
MEMTQP
BNE
NOPOKE
UDA
»»FF
STA
SAV
UDX
• <BFTX
UDY
• >BFTX
J3R
PRINT
NOPOKE
LDX
*e
LDA
#11
STA
iccon, X
TXA
STA
ICBLEN,
STA
ICBUEN+
PLA
JMP
CIOV
iget
tCiO
I
£0C& tt2
char cmd
cotnmand
i get z aro
X iCIO length lo
l.X iCXO X»ngth hi
|GET •2, CHAR
lASCZI B57
I No. skip
^make ATASCI I B3
»Ye«. char<327
; Ye«. 1 gnore i t
$ return
I get sav flag
I save Ace
\ downl oad? No.
Ibuf f er full?
iNo. zero offset
Y isava byte
; poi nter 1 o
IQverflow? No.
Ipointar hi
(compare pntr hi
1 iwlth MEMTOP ht
i sawe? No .
(compare pntr lo
(With MEMTOP lo
i same? No.
(Quff full flag
; set f 1 ag
ItdKt lo
{tlSKt hi
(7 "BUFFER FULL"
iZOCB #0
tput char end
;CIO coRifliaiid
Iget zero
X ;Cia length lo
l,X jCIO length hi
\ ramtore Ace
Iprint char
1 Read keyboard and console
LDA CH
CMP ••FF
BEQ CHKCON
LDX tt*10
LDA tti?
STA ICBLEN
{keyboard buffer
1 key pressed?
I No. skip neK t
jIOCB »1
Iget zero
ICIQ buff len lo
aXA ICBLEN+l.X (CIO buf len hi
LDA #7 Iget Char
STA ICCOM.X jClO command
JSR CIOV I read keyboard
CMP #126 lATASClI B3?
BNE NOABS ;No. skip
LDA ttO tmake ASCII BS
LDX »«20 I IQCB ^2
PHA 5 save Ace
LDA *0 $get zero
STA
ICBLEN,
X iCIO buf len Id
STA
ICBLENi
1,X ICIO buf len hi
LOA
#1 1
Iput char
ICIO command
STA
ICCOM.X
PLA
irestara Ace
JSR
CIOV
lurite RS-232
CXIT RTS
1 return
CHKCON UDA
CONSOL
iconvole keye
CMP
#7
lany praased?
BEQ
CXIT
iNo. return
CMP
• 6
1 START key7
INo. skip next
BNE
TRY3
UDX
SAV
isava buffer on?
BNE
TRY3
lYaa. skip next
INC
SAV
iNo. turn It on
UDA
» <BUFF
Ibuffer addr lo
STA
ADDR
Ibuffer pntr lo
UDA
# >BUFF
Ibuffer addr hi
STA
ADDR+1
Ibuffer pntr hi
Idark orange
{border color
UDA
tt«24
STA
C0L0R4
LDX
• <S0TX
Itext addr lo
LDV
• >SOTX
Itext addr hi
JMP
PRINT
i? "SAVE BUFFER ON"
TRY3 CMP
#3
lOPTION pressed?
BNE
CXIT
INo. return
LDA
SAV
Ibuffer on?
BEQ
CXIT
iNo. return
FNTRAP JSR
CL0SE2
1 CLOSE #2
LDX
ma
1 lOCB #0
LDA
# <9DTX
Itext addr lo
STA
ICBADR,
» >SDri
< ICIO addr lo
LDA
itext addr hi
STA
ICBADR+
l.X iCIO addr hi
LDA
#12
Itneaaage length
< ICIO length lo
laHT. 2ero
STA
ICBLEN.
LDA
Itii
STA
ICBLEN-H.S ICIO lenath hi 1
LDA
• 1 1
Iput characters
iCIO command
STA
ICCOM, X
JSR
CXOV
i? "SAVE DEVICE?"!
LDA
»3
Igat record
iClO command
STA
ICCOM, X
LDA
#20
120 char max
STA
ICBLEN, X ICIO lenath ID 1
TXA
iget zero
,x ICIO lenath hi
STA
ICBLEN+
UDA
» <FNAME' 1 *l lename area lo
STA
ICBADR, X JCIQ addr lo
UDA
* >FNAME Ifllename »reA hi
STA
ICBADR*
,X ICIO addr hi
JSR
CIOV
Iget filename
UDA
FNAME
CMP
• «9B
Icarrlage return?
BNE
FILSAV
INo. try to save
Ipop return lo
PLA
PUA
IpOp return ht
JMP
REOPEN
icontinue
FIUSAV UDX
#•20
1 lOCB #2
UDA
#3
lOPEN file cmd
STA
ICCOM.X
ICIO command
UDA
* <FNAME iname addr la 1
STA
ICBADR, >
ICIQ addr lo
LDA
• >FNAME iname addr hi 1
STA
ICBADRi-l
,X ICIO addr hi
LDA
•a
Ifar output
ICIO AUH byte I
STA
ICAUXl.X
LDA
•0
Iget zero
STA
ICAUX2,X
ICIO aux byte 2
JSR
CIOV
I open file
BMI
FNTRAP
lerror? Yes,
LDY
•
izero offset
LDA
»»9B
icarrliga return
1 at end of file
STA
(ADDRI .V
INC
ADDR
1 pal nter I a
BNE
3KIPHI
loverflow? No.
INC
ABDB-H
lYas. pointer hi
Iput characters
ICIO command
SKI PHI LDA
#11
STA
ICCOM.X
# <BufF
LDA
Ifile buffer lo
STA
ICBADR, X
» >BUFF
iCIO buf addr lo
LDA
Ifile buffer hi
STA
ICBADRh-1
,X ICIO buf addr hi
SEC
iset carry
land of file lo
LDA
ADDR
SBC
» fBUFF
1 beginnl ng lo
iCIO length lo
send of file hi
STA
ICBLEN, X
LDA
ADDR+1
SBC
# >BUFF
Ibaglnnlng hi
,X ICIQ length hi
1 write file
STA
ICBLEN-H
JSR
CIOV
BMI
TRAP2
Ibad writs? Yes.
JMP
REOPEN
1 dona
TRAP2 JMP
FNTRAP
iretry
FNAME •-
• ♦20
Ifilename buffer
BUFF *«■
t
• <■!
(capture buffer
1 SET UP PROGRAM RUN
ADDRESS
»-
>02Ea
1 DOS run address
.WORD SNS
1
. END
Irun addr data
ISSUE 19
ANALOG COMPUTING
PAGE 57
Touch -Tone®
Dialer
for your Atari
by Tom Hudson
When the Atari computers' sound capabilities are
being discussed, most people automatically think of
the explosion and "zap" sounds common in game
programs. Actually, these sound effects barely scratch
the surface of the sound generation capabilities of
Atari computers.
One example of the amazing things possible which
Atari sound is SAM, the Software Automatic
Mouth, from Don't Ask Software. SAM is a
program which makes it possible for your computer
to talk without any additional hardware. Although
SAM has a couple of drawbacks, it is one practical
use of the heretofore game-bound sound channels.
Phone fun.
Another interesting use of the Atari sound genera-
tion system is the generation of Touch-Tone®
frequencies.
Touch-Tone® is the trademark for the "beep"
sounds used in most push-button telephones. Every
time you push one of the keys on a Touch-Tone®
telephone, the phone generates two separate pitches,
or frequencies. Figure 1 shows the standard Touch-
Tone® keyboard, along with the seven frequencies
used.
1
2
e
3
4
697*
778-*
852^
9414
1
3
3
6
1
4
7
7
4
1
2
3
4
5
6
7
8
9
»
e
tt
Figure 1.
If you look at Figure 1, you will see that there is a
frequency for each column of numbers, and one for
each row. All frequencies are in hertz, or cycles per
second. When you press a key, the frequencies for
that column and row are sent out over the phone line
to the phone company's switching equipment, which
PAGE 58
ANALOG COMPUTING
ISSUE 19
converts the tones back into the proper digit. If you
press the number 6, for example, the frequencies
770 and 1477 hertz are selected. If you press 7, the
phone sends the frequencies 852 and 1209 hertz.
What most people don't know is that these tones
don't have to come from the telephone itself. If
you're an extremely talented whistler, you could dial
a number simply by whistling seven tones!
Fortunately for us non-whistlers, the Atari com-
puter can be commanded to produce the frequencies
needed by the phone system. By sending out the
proper combinations, we can dial the phone simply
by holding the handset up to the television speaker.
This will work with any phone on a Touch-Tone®
system, even rotary-dial phones. Just be sure your
local exchange can handle Touch-Tone® codes.
Preliminary work.
In order for the computer to simulate the Touch-
Tone® frequency system, it must send out two
separate frequencies. This is no problem, since the
Atari computers feature four independent sound
channels. For our purposes, we'll use channels 1 and
2.
Next, we have to determine how to get the fre-
quencies we want. The number necessary in the
Atari BASIC SOUND command to produce a spe-
cific frequency can be found by the following
formula:
PITCH « = ( 63910 / FREQ J / 2
Using this formula for all seven of the Touch-Tone®
frequencies, we come up with the following table:
TOUCH-TOHE
FREQUENCY
ATARI
PITCH » FREQUENCY
637
HZ,
46
695 HZ.
770
HZ.
42
761 HZ.
852
HZ.
38
841 HZ.
541
HZ.
34
940 HZ,
1209
HZ.
26
1229 HZ.
1336
HZ.
24
1332 HZ,
1477
HZ,
22
1453 HZ.
With tone frequencies in hand, we're now ready to
write our Touch-Tone® program.
Line 80 DIMensions three important varia-
bles. Fl and F2 are the arrays for the two fre-
quency values, loaded from the DATA in Lines
350-460. PN$ holds the desired phone number,
up to 20 digits long. If necessary, you can make
this string any length.
Line 100 reads the frequency DATA and
places it into the Fl and F2 arrays. The two
frequencies for the number 6, for example, are
found in Fl(6) and F2(6). Positions 10 and 11
are special cases, and hold the frequencies for
the "*" and "#" keys, respectively.
Lines 120-130 accept the phone number
from the keyboard, placing it in the PN$ string.
Be careful when entering values here: the pro-
gram will only produce tones for the 12 Touch-
Tone® characters.
Line 150 starts the actual dialing process,
with a FOR-NEXT loop. The loop will process
each character of PN$.
Line 170 checks the current character to see
if it is the "*" character. If it is, the program sets
the variable N to 10 and execution continues at
Line 220.
Line 190 checks to see if the character is the
"#" character. If so, the variable N is set to 11,
and the program continues at Line 220.
Line 210 sets the variable N to the value of
the digit of PN$ indicated by the variable X.
This number will be from 0-9.
Line 230 sends out the two frequencies for
the number indicated by the variable N. The
sounds sent are pure tones (10) and are sent at
volume 4. If you would like to adjust the
volume, just remember to change BOTH of the
SOUND statements.
Line 250 is a FOR-NEXT loop which leaves
the two frequencies on for 40 counts. This
insures that the tone will be recognized by the
phone company switching equipment.
Line 270 turns the tones off.
Line 290 is another FOR-NEXT loop which
leaves the sounds off for 20 counts.
Line 310 completes the first FOR-NEXT
loop started in Line 150, so the program will
loop back and get the next digit of the number
to be dialed. If all digits have already been sent,
the program falls through to Line 330.
Line 330 goes back to Line 120 to accept the
next phone number.
Line 350-460 are the frequency values for
the dialer. Line 350 contains the two frequen-
cies for the number 0; 360 contains those for
the number 1, etc. Lines 450 and 460 are special
cases, and hold the values for the "*" and "#"
keys, respectively.
What do you do with it?
Some of our more practical readers are probably
asking, "What in the world is this program good
for?"
First, you could store frequently-used phone
numbers on disk and write a program to recall them
when needed. This could be particularly good for a
severely handicapped individual. The good part is
that the program works even with rotary equipment,
as long as your local phone company supports
Touch-Tone®.
ISSUE 19
ANALOG COMPUTING
PAGE 59
Second, some of the "cheap" long-distance servi-
ces, such as MCI, require you to enter a personal
access code. If you don't have Touch-Tone® equip-
ment, you can't do this. Radio Shack sells a small
Touch-Tone® "beeper" unit ($24.95) for this pur-
pose. Is typing this program worth it? You be the
judge.
Lastly, this program makes a nice demonstration
of some of the odd things your computer can be used
for, especially if somebody says the Atari is "just a
game machine." If you belong to an Atari user group,
get up on stage and let them know what this little
machine can do. Some of them may have more appli-
cations for this program, and we'd liketo hear about
them. D , ^ /^<rU.g. pP-g^/ ^
-^
<^^&
^
.^r
iO REM KKMKKKKKMKKKKKKKKKKMKKKMK -K
26 REM # TOUCH-TONE (TM3 DIALER *
30 REM * «
dO REM * BV: TOM HUDSON »
5fl REM » ANALOG COMPUTING ttl9 *
68 REM KKKKKMKKKMKICKKKKKKKKKMKICICK
70 REM ««« SET UP ARRAYS ***
80 DIM Fl(ll) ,F2fllJ,PN$(20J
98 REM «*« LOAD FREQUENCY DATA ***
188 FOR X=G TO 11:READ A, B : Fl CK> -A : F2 t
K)=B:NEXT K
110 REM *** GET PHONE tt TO DIAL *»*
128 PRINT "ENTER NUMBER TO DIAL-
ISO INPUT PN$:TRAP 120
148 REM #»# NOW DIAL IT! »»«
150 FOR K=l TO LENtPN5J
160 REM «*K 15 IT *^ »**
176 IF PNS<K,K)="*" THEN N=18:G0T0 220
188 REM »** IS IT n'^ K««
198 IF PNS{X,K)="tt" THEN N=11:G0T0 228
200 REM ««« GET DIGIT OF NUMBER ***
210 N=yALCPNStH,H)5
220 REM «** NOM START BOTH TONES! »**
238 SOUND 1,F1CN) ,10,4:SOUND 2,F2tN),l
0,4
240 REM »«« LEAUE TONE ON A MOMENT «*«
258 FOR D=l TO 40:NEXT D
268 REM «** NOH TURN TONES OFF «*«
270 SOUND 1,8,6,0:SOUND 2,8,0,0
280 REM *** LEAVE OFF A MOMENT »**
290 FOR D=l TO 28:HEXT D
308 REM *** NOM DO NEXT DIGIT! *H«t
310 NEXT X
320 REM «*K ALL DONE, GET NEH tt *«*
330 GOTO 120
340 REM »*# TONE DATA **»
350 DATA 23,34
360 DATA 26,46
370 DATA 24,46
380 DATA 22,46
390 DATA 26,42
480 DATA 24,42
410 DATA 22,42
420 DATA 26,38
430 DATA 24,38
440 DATA 22,38
450 DATA 26,34
460 DATA 22,34
CHECKSUM DATA
(See page ii)
10 DATA 280,408,804,862,182,298,812,39
2,478,326,189,345,132,638,929,7067
160 DATA 945,487,937,489,266,715,989,8
75,649,125,655,995,498,133,499,9257
310 DATA 765,93,702,232,747,767,764,76
1 , 764, 733, 730, 761, 758, 755, 758, 10090
460 DATA 749,749
ATTENTION l^t>SK\ DISK DRIVE OWNERS
Back up your
valuable software.
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SOUTHERN SOFTWARE
A DIVISION OF SOUTHERN SUPPLY COMPANY
1879 RUFFNER ROAD BIRMINGHAM, AL 35210
24 HOUR PHONE 205-956-0986
Order before 11 A.M. for same day shipping.
CIRCLE «129 ON READER SERVICE CARD.
STOP PLAYING GAMES
Calculate odds on HORSE RACES with ANY COMPUTER
using BASIC.
■ SCIENTIFICALLY DERIVED SYSTEM really works. TV
Station WLKY of Louisville. Kentucky used this system
to predict the odds ol the 1980 Kentucky Derby See
Popular Computing (February 1984) lor a review of this
program. This system was written and used by
computer experts and is now being made available to home computer owners. This method
is based on storing data Irom a large number ol races on a high speed, large scale computer
23 (actors taken (rom Ihe "Daily Racing Form" were then analyzed by the computer to
see how they inlluenced race results. From these 23 lads, ten were found to be Ihe most
vital m determining winners, NUMERICAL PROBABILITIES o( each o( these 10 (actors were
Ihen computed and this (orms Ihe basis o( this REVOLUTIONARY NEW PROGRAM,
■ SIMPLE TO USE: Obtain "Daily Racing Form" the day belore Ihe races and answer the
to questions about each borse Run the program and your computer will print out the
odds lor all horses in each race. CO(«PUTER POWER gives you the advantage!
■ YOU GET
1) Program on cassette or disk,
2) Listing of BASIC programs lor use with any computer,
3) Instructions on how lo gel Ihe needeO Oala Irom the "Daily Racing Form,"
4) Tips on using Ihe odds generated by the program,
5) Sample lorm lo simplify entering data lor each race,
MAIL COUPON OR CALL TODAY
3G COMPANY, INC. DEPT. AN (503) 357-5607
RT. 3, BOX 28A, GASTON, OR 97119
Yes, I want to use my computer lor FUN and PROFIT Please send me "Play the
Horses" for $29.95. Circle the cassette you need: pet/cbm, vic-20. Color Computer
TRS-80, Sinclair Timex 1000, Atari Commodore 64 (Oisk oi casselle).
Apple (disk or casselte) THT
Enclosed is: CH check or money order D IVIasterCard LJ Visa
Card No,
NAME
Exp. date
ADDRESS _
CITY
START USING YOUR COMPUTER FOR
FUN and PROFIT!
CIRCLE #130 ON READER SERVICE CARD,
PAGE 60
ANALOG COMPUTING
ISSUE 19
A Terminal Program
for your Atari
Teletari
DON'T ASK Computer Software
2265 Westwood BLVD B-150
LOS Angeles, Ca. 90064
$29.95
by Tony Messina
Do you have a problem with your current terminal
software? Problems such as not being able to save
your communications to disk or not being able to do
anything but talk to a modem. In short, is your
terminal software really terminal? If you are frus-
trated with the limitations of your current package
then Tele-tari may be what you need.
An overview.
Tele-Tari is a communications package which
requires a disk drive, 32k of memory and an 850
interface module. It has a host of features not found
in many other packages. The most important is the
ability to configure ports other than port 1 on the
850 interface module.
The flexibility of Tele-tari is just a little short of
amazing. I have used this package to talk to plotters,
printers, mainframes. Motorola 68000 development
boards, video-disc players and even a microwave
oven (no comment!). The program is easy to use and
guides the user with various menus. On power-up
the main menu consists of the following selections:
Online — puts computer in online mode
Save — saves buffer to disk
Load — Loads buffer from disk
Review — Allows review of text in current
buffer
Print — Sends buffer contents to a printer
Upload — sends contents of buffer to other
computer
Directory — allows viewing of the disk
directory files
Terminal Parameters — allows selection of
various parameters
Most of the above are pretty self-explanatory. The
Terminal parameters option allows you to configure
any port on the 850 interface module. Selection of
this option produces yet another menu from which
to make your selections. Items which can be altered
under this menu are:
port number
baud rate
stop bits
bits per word
input/output parity
translation mode
monitor of DSR,CTS,CRX input lines
monitor of DTR,RTS,XMT output lines
Selection of XON/XOFF enable
Ignore/process incoming control characters
Line feed after carriage return
Selection of Ascii or ATASCII delete when
DELETE-BACKSPACE key is hit
Screen margin adjustments
That's quite a bit of stuff. All selections are made
via a few simple keystrokes. This makes the program
very easy to use.
Documentation.
A 32-page owner's guide accompanies the pack-
age. The guide is written in plain English, not "jargo-
nese. " All functions are covered, as well as hints/tips
on transfering programs. Chapter 15 also includes a
handy list of Public Access Message Systems along
with their phone numbers. This type of list changes
like the weather but I did find many numbers to be
valid.
Although this program is very flexible (I do use it
quite often) there are some things which bug me and
should possibly be changed. Directory access is
allowed only on disk 1 . Those of us with multiple
drives must have our work disk on drive 1. Sending
buffers to the printer cannot be stopped unless SYS-
TEM RESET is hit. This will not harm anything but
it isn't really a neat way to abort.
The verdict.
Although I had a few gripes, the program's ease of
use, user goof-proofing and flexibility far outweigh
them. Anyone who needs to communicate with
other devices will find this program far easier to use
than any other I have seen. Tele-Tari has been
around for a while and some enhancements are in the
works. I can truthfully say that Tele-Tari has been
worth every penny of the purchase price and has paid
for itself many times over. D
Turn your Atari
into a Ferrari
Introducing the all-new 1984 Indus GT™ disk
drive. The most advanced, most complete, most
handsome disk drive in the world.
A flick of its "Power" switch can turn your Atari
into a Ferrari.
Looks like a Ferrari.
The Indus GT is only 2.65" high. But under its
front-loading front end is slimline engineering
with a distinctive European-Gran flair.
Touch its LED-litCommandPost™ function con-
trol AccuTouch™ buttons. Marvel at how respon-
sive it makes every Atari home computer.
Drives like a Rolls.
Nestled into its soundproofed chassis is the
quietest and most powerful disk drive power sys-
tem money can buy At top speed, it's virtually
unbearable. Whisper quiet.
Flat out, the GT will drive your Atari track-to-
track 0-39 in less than one second. And when
you shift into SynchroMesh DataTransfer,™ you'll
increase your Atari's baud rate an incredible
400%. (Faster than any other Atari system drive.)
And, included as standard equipment, each
comes with the exclusive
GT DrivingSystem™ of
software programs. World-class word processing
is a breeze with the GT Estate WordProcessor.™
And your dealer will describe the two additional
programs that allow GT owners to accelerate their
computer driving skills.
Also, the 1984 Indus GT is covered with the GT
PortaCase™ A stylish case that conveniently dou-
bles as a 80-disk storage file.
Parks like a Beetie.
The GT's small, sleek, condensed size makes it
easy to park.
And its low $449 price makes it easy to buy.
So see and test drive the incredible new 1984
Indus GT at your nearest
computer dealer soon.
The drive will be
well worth it.
INDUS
The all-new 1984 Indus GT Disk Drive.
The most advanced, most handsome disk drive in the world.
For acldilional information, call 1-800-33-INDUS. InCalifornia, call 1-800-54-INDUS. 213/882-9600.
© 1983 Indus Systems 9304 Deering Avenue, Chatsworlh, CA 9131 1 . The Indus GT is a product of Indus Systems. Atari is a registered trademark ol Atari, Inc.
CIRCLE #131 ON READER SERVICE CARD.
SpartaDOS and ARCHIVER IF
From the authors of the CHIP!
SpartaDOS is our all new command driven DOS fully compatible with all disk drives made for
the Atari Home Computers™ Supports all Atari compatible densities - both single and double
sided, bVi and 8 inch.
UltraSpeed™ I/O allows read/write 2 to 4 times faster than standard!* Comprehensive utilities
include: a sector copier, RS-232 handler, and DOS file translators.
ARCHIVER II allows UltraSpeed backup of all diskettes and compacting of multiple programs
on each disk. Includes an exceptional editor, a speed check, and is fully automatic.
Available now for Atari 810 and 1050 drives! Coming soon for most other brands.
Suggested Retail Price $129.95 (plus shipping and installation)
See SpartaDOS and ARCHIVER II now at leading computer stores or order direct from:
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' Speed depends on drive hardware. A chip replacement is required for most drives.
SpartaDOS, ARCHIVER II, and UltraSpeed are trademarks of ICD, Inc. Atari is a registered trademark of Atari, Inc.
CIRCLE #132 ON READER SERVICE CARD.
Educational
Computer Gaines?
by Richard E. Herring
To many people, the title of this article (especially
without the question mark) may seem to be a mis-
nomer. There are computer programs which are
clearly educational in nature, and games are in abun-
dance for all popular personal computers. It is the
proximity of the words "educational" and "games"
which causes raised eyebrows. There exist, how-
ever, computer games which hold great promise of
having real educational value.
Traditionally, education has not been considered a
"fun" activity. Many educational computer pro-
grams carry this to an extreme by simply replicating
dry drill and practice exercises commonly available
in workbook form. The only positive aspect these
programs add is the use of the computer itself. With
a computer, math problems can at least be displayed
with large colorful numbers, and immediate feed-
back can result from each problem attempted.
Arguing that familiarity with computers is
extremely important for today's students, some
people feel that computerized drill and practice is
fine. After all, the child learns to use the keyboard,
becomes comfortable with the technology, and
benefits from having an unemotional tutor who is
ready to work whenever the child wants.
Further, learning, by the nature of the way we
impose it, is simply not fun. That is not to say that it
is not reinforcing. Indeed, many children move quite
well from extrinsic reinforcers to their own sche-
dules of internal reinforcement, intermittently
strengthened by praise or grades. Yet the fact that
something is reinforcing does not make it fun. Few
children will sit down with a spelling workbook, just
as few adults will scan a technical journal for fun,
even though there is real benefit to be had.
"Fun" is not a very objective or measurable criter-
ion by which to evaluate educational computer
games. It would be preferable to have statistically
valid data on children's choices of activity when
given a variety of ranges of choice. Which games
would rate on a level with the children's personal
pastimes or hobbies? During which activities would
the frequency of smiles and laughter be highest? For
which would failure most often result in increased
concentration and determination, rather than in giv-
ing up? By these criteria, most educational games
could not really be considered fun.
Can't games themselves have a real educational
PAGE 64
ANALOG COMPUTING
ISSUE 19
value? Leaving aside the reflexes "learned" by play-
ing Pacman, many games do indeed help to develop
basic reading, vi^riting and arithmetic skills. The
games which do this in the most structured way, and
are usually the most accepted in educational circles,
often rely on the interpersonal dynamics of game
play. In other words, the game itself is not really
much fun to the student participants, but the interac-
tions of the students during play is reinforcing.
In a structured setting, where the choice is between
playing such games and doing workbook exercises,
the games are an easy choice. Once again, a situation
exists where children are not liable to pick out these
games for true leisure time activity.
Are there games which have undeniable educa-
tional value, where the learning to take place is spe-
cific and measurable and capable of incorporation
into a curriculum? Certainly, there are games which
incorporate some of the best educational designs.
With few chances for failure, the player/learner is
lead progressively from his or her current knowledge
base to an expanded one. There are even some of
these educational games which students will choose
to play, not as the least of several evils, but for fun.
Very few computer programs fall into this category.
There are a few good examples where learning in a
structured way can also be fun. Dynacomp's Hodge
Podge is a program which has proven to be enter-
taining for many young children. For older students,
programs like Rocky Boots from The Learning
Company introduce difficult concepts in an enjoy-
able fashion. My choice for the best type of educa-
tional computer game however, is the generic adven-
ture game.
Admittedly, I haven't heard of many adventure
games (other than some of Spinnaker's offerings,
such as Snooper Troops) which claim to be educa-
tional. Yet I have no trouble picking adventures as the
educational computer games. My rationale is simple
— adults play adventure games.
That one aspect of adventure games is determina-
tive. Let's look at education from the child's view-
point. What we see is a system that makes us "work"
a lot. Our parents have no homework, no pages of
problems to complete, no tests for which to study —
at least not that we see at home in the evening. It
seems that what grown-ups do, even for claimed
"educational" purposes, is their choice and, usually,
fun.
In addition, many children simply want to do what
their parents do. If you like to wear knit shirts with
little alligators on them, you probably know that
your children will plead for clothing of a similar
status. And, if you have both a personal computer
and a child at home, I will bet that at least once that
child has wished for his or her own computer.
Adults play adventure games for fun. This can give
adventure games some real value in the child's world.
Particularly the older child — who can play the same
game as the adult, and not a simplified children's
version — can perceive status in the play of the game
apart from the built-in challenge.
Now let's consider the educational potential I
claim for adventure games. Since the arguments hold
true for the new graphics adventures, they will not be
considered separately from the traditional "text
only" adventures. The purpose of an adventure
game is to win by completing some difficult task,
e.g., slaying dragons, finding treasures, navigating
oceans and solving puzzles.
What is really happening as you explore this inter-
active mini-novel called an adventure? First, you do a
fair amount of reading. Your current location, visible
objects and the directions available for travel must
all be described on the screen. After each command
you give, the descriptions change. You cannot just
skim descriptions, either. Try to discern the differ-
ence between a "teeny tiny little maze" and a "tiny
teeny little maze" if you are not reading closely.
Then you must say what to do next. Most com-
monly, you will type in a two-word command in
verb/noun format. You had better know at least two
parts of speech. No incorrect spelling is permitted. If
your format or spelling is wrong, you will have to try
the command again. In the meantime, your lantern
may be running out of fuel.
While you are doing all this, you must be thinking
analytically. What object have you passed which will
prevent you from being burned by the dragon's
breath? Oh yes, but where was it, and how do you get
back there? Have you ever drawn a map? Adult or
child, if you play adventure games, you probably
have.
Not every adventure game is an educational mas-
terpiece. Games with misspelled words or swamps in
hotel lobbies lose their value for both education and
fun. Adventure games do provide an excellent
medium for education. There is no reason why
games could not be written with specific vocabulary
lists or with arithmetic computation required to
solve certain puzzles. Since mapping your progress is
usually necessary, an adventure game could probably
even introduce the basic concepts of non-linear
space-time.
In order for a child to choose to play a game,
whether educational or not, it must be perceived as
fun. We have effectively taught many children to
beUeve that the types of educational games which
they see used in school, but never played at home by
adults, are games which are not inherently fun.
Obviously fun, judging by their wide following of
computer game players, adventure games offer an
alternative. With adequate design, adventure games
are flexible enough to incorporate nearly any subject
into a format which will seem, to the learner, to be
only secondarily educational. D
ISSUE 19
ANALOG COMPUTING
PAGE 65
CHANCELLOR OF THE EXCHEQUER
MACH-INA STRATEGY GAMES
161 Aragon Avenue
Coral Gables, FL 33134
48K Disk $29.95
by Bob Curtin
This review was supposed to be turned in a month
ago, but I was so impressed with this program I
wanted to do more than review the game on first
impression.
Looking at the credits in the documentation I
noted that the game was designed by R.C. Chiofolo,
Ph.D. Mr. Chiofolo is a long time boardgamer and
computer programmer who had, in the past, con-
verted some (now defunct) SIMULATIONS PUB-
LICATIONS, INC. materials to computer. That
experience sparked the inspiration for a design of his
own, and COE is the result. The game is based on an
historical situation in England in the early nineteenth
century, at the beginning of the industrial revolution.
Great Britain is divided into eight regions with vary-
ing resources, populations, money reserves, manu-
facturing capacity, and transportation nets. The
objective of the game is ". . .to achieve top hole
rating on the Analysis Program Graph. To do this
you must merge all eight Regions with Great Britain,
maximize population and machine utilization, and
have at least 55,000 pounds sterling in the Exchequer
by 1915." This is achieved through production of
natural resources and crops, manufacturing of tools,
factories, transportation, arms and consumer goods,
and the allocation of these different resources in the
eight regions for maximum effectiveness.
Interregional trade is of utmost importance, since
most of the regions don't have balanced output of
resources. The idea is to trade what you do have for
that which you don't, manufacture the tools and
machinery to make production more efficient, get rid
of the excess population (by inducting them into the
service or shipping them off to Australia) and build-
ing a transportation network to accomplish this.
Sounds simple enough. But there are a few flies in
the ointment. For instance, labor strikes, bad
weather destroying crops and creating famine, civil
unrest, and inflation all work to put you on the losing
end of the stick.
Playing the game is easy. All input is through the
keyboard, and illegal entries are not allowed. The
game takes quite a bit of time to play, expecially when
you're new to the system. You can save up to three
games, or restart the historical game. Oh yes, those of
you who own Epson printers can dump either indi-
vidual region displays, or all regional displays, to a
printer to obtain hard copies for analysis during the
play of the game. It takes some hard mental gymnas-
tics to eke out that last bit of efficiency and attain top
hole ratings, and the hard copies are definitely
needed.
You should also note that trading can take place
anytime — before or after, but not during a particular
stage. For those times when a little fine tuning is
needed in a couple of regions for the next stage, this is
invaluable.
The ANALYSIS program is one of the nicest fea-
tures of the game, and of course the only way you can
tell if you've "won" or not. Each of the regions can
be analyzed for efficiency, as well as the national
rating. This analysis is based on the degree of
mechanization, population utilization, income, mer-
gers, and the skill level you chose at the beginning of
the game.
This game is definitely not for everyone. The phys-
ical playing of COE is very easy. The options are
always displayed somewhere on the screen and are
usually one-touch commands. The complexity of the
game lies in the game itself. The manipulation of so
many constantly changing variables, and the analyz-
ing of the data is (at least for me) a mind bending
experience. If you'd like a teenie insight into what it'd
be like to head up an economic organization, buy
COE. If you thrive on complex problems, buy COE.
If you enjoy puzzles, buy COE. If you like chess,
you'll probably like this game. If you're a Pac-Man
freak, you'll probably hate it.
The Atari is capable of so much more than creating
hoardes of galactic killers. Arcade games are a nice
diversion and, admittedly, they make an enormous
amount of money, but they are just so much intellec-
tual pap. Chancellor of the Exchequer is a game
which is not only intellectually stimulating, but a
program which'll teach you something in the process.
I'd like to see more programs on the market like this,
perhaps simulating different business environments
(management, corporate finance, stock market, ad
infinitum) or other areas of human endeavor. I hope
COE does well. D
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• At least 48K of RAM • One disk drive • Optional (joystick and graphics printer)
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any manufacture that works with ATARI DOS 2.0S • ATARI BASIC Cartridge • ATARI
DOS 2. OS • A printer with adjustable tractor feed.
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from users of the Alog Pagewriter (used
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All programs are only $39.95 each. To order direct send check or money orderto ALOG Computing,
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I card orders or C.O.D., call our distributor: COMSTAR (805) 964-4660.
CIRCLE #133 ON READER SERVICE CARD.
(ATARI Is a trademark of Atari, Inc.)
ISSUE 19
ANALOG COMPUTING
PAGE 67
BRUCE LEE
by Ron J. Fortier
DATASOFT
19808 Nordhoff Place
Chatsworth.CA 91311
(818)701-5161
32K Disk or Cassette/$34.95
by Michael Des Chenes
Even if you're not into Kung Fu/Karate movies,
don't let that stop you from taking a look at Data-
soft's newest release, Bruce Lee. I must admit that I
enjoy watching Sunday afternoon martial arts
movies. I don't want to offend any faithful followers
of these films, but many offer — if nothing else — good
comic relief in the midst of their good guy vs. bad guy
vengeance plots. Even if you're not into martial arts,
but enjoy computer games with good play ability and
nice graphics, you should strongly consider Bruce
Lee.
You have the option of playing against the compu-
ter as Bruce Lee, or as an opponent, the Green Yamo.
In either choice you can play against the computer,
against another player, or take turns with another
player. Once the game is booted, you'll have to sit
through a short musical intro and a title screen along
with a good graphic representation of Bruce Lee. As
the title character, your perilous mission is to search
for a wizard who dwells within a mighty fortress.
After you destroy this evil menace, you can claim his
wealth.
Bruce Lee.
You begin the game at the entrance of the fortress.
This is one of twenty rooms, each of which you have
to explore. Each room is also sealed off from the
others. The only way to get to an adjoining room is to
jump up and take lanterns that are hanging in various
parts of the rooms. Many of the lanterns control the
opening of doors and passageways leading to other
parts of the fortress. There are also flashing buttons
which appear in some of the later rooms that must be
turned off by touching them. When you've played
the game for a while, you will discover which lan-
terns are important enough to take. The amount of
lanterns gathered also determines your final score.
At first, I wasn't concerned with what kind of score I
had. I just wanted to get to the wizard. Now that I've
gotten to the end of the game, I try to get all of the
lanterns — which is not always as easy as it looks.
Throughout the game you are constantly harassed
by ninjas and the Green Yamo. Your joystick con-
trols your flying kicks, karate chops, and occasional
ducking to avoid the assassins' blows. You must
jump and climb on vines, ladders, and moving walls
that can change direction and force you into strategi-
cally placed swords. The hazards and traps that await
you get worse as you get closer to the wizard's room.
Electrical beams, lights streaming across the floors
and exploding flames that appear from under you — all
make this game one that will keep you up until the
early hours of the morning.
Once you have finished the game, you start back at
the beginning. This may seem a little disappointing
after all you've been through, but I guess it's a com-
pliment to the game. You hope it will never end.
Once you've returned to the beginning, be prepared
for a more difficult game. The ninja and Green Yamo
are very annoyed at this point, and will do everything
they can to stop you. I couldn't make it out of the
first screen the second time.
We won't spoil the game for you by showing you
too many of the rooms, but as you can see, the
graphics are top notch, and the animation is very
good. So put on your karate gi, tighten up your black
belt, and prepare to do battle in Bruce Lee. Hiii —
yaaalD
PAGE 68
ANALOG COMPUTING
ISSUE 19
Boot
Gamp
by Tom Hudson
It's hard to believe, but here we are in the seventh
installment of Boot Camp. We've only got a few
more 6502 operation codes to cover before we begin
writing full-scale programs, so hang in there! The
best is yet to come.
Old business.
Last issue's assignment asked you to solve eight
bit-manipulation problems. You were given before-
and-after bit patterns and asked to find what opera-
tion codes and operands were used to get the results.
Figure 1 shows the completed assignment. Some of
the problems had two possible answers. These are so
noted, with both solutions.
BYTE 1 OPH BYTE 2
RE5ULT flHS
i
reieoeeii
iieeieii
iixieoeo
iiiieeeo
roieioiei
iieeieee
piiiiiiii
Lllilllll
eoieeiee
eieeeiii
AND
EOR
EOR
AND
EOR
ORA
EOR
EOR
AND
EOR
EOR
EOR
eioeeeei
90080610
81181801
eioeeoeo
10110680
10101610
10181618
18118180
11118881
88881110
10811188
81818811
81888881
81888881
18188816
81686068
01006860
11111111
11111111
61111188
11116881
11118881
10111888
88818818
(1)
C2}
tl>
C2J
CIJ
C2)
CI)
f2)
Figure 1.
Clever readers have probably noticed that the
fourth problem actually has far more than two pos-
sible answers. In fact, by using the ORA instruction,
BYTE 2 could be any value with bits 1,3,5 and 7 set!
Try it yourself with a short program.
Simple multiplication.
As you may recall from issue 13 's Boot Camip, by
shifting a binary number left one bit, we effectively
multiply it by two. Shifting it left two bits multiplies
it by four. This principle is very handy, allowing us to
multiply integers quickly and easily.
How do we perform this left-shift operation in
6502 assembly language? With the ASL (Arithmetic
Shift Left) instruction, of course. This operation
shifts the contents of the accumulator or a selected
memory byte left one bit, and has the following
formats:
ASL A (ACCUMULATOR)
ASL nn (ABSOLUTE)
ASL n (ZERO PAGE)
ASL n,X (ZERO PAGE INDEXED X)
ASL nn,X (INDEXED X)
When an ASL instruction is executed, the accumula-
tor or memory byte is shifted one bit to the left.
Figure 2 shows how the operation is handled
internally.
BEFORE 6 [7
8
1
1
8
8
^
1
CARRY BYTE=49
AFTER 6 ^fe"
1
i
1
«-o
CARRY
BYTE=^8
Figure 2.
ISSUE 19
ANALOG COMPUTING
PAGE 69
As you can see from the before and after images in
Figure 2, each bit of the selected byte is shifted to
the left one place. Since bit 7 has no other place to go,
it is shifted into the 6502 CARRY flag. This is done
to allow for multiple-byte shifts, which we'll look at
in a moment. A zero is shifted into the 1 bit. As you
can see, the value of the byte has been multiplied by
two!
As long as the results of your shift-multiples do
not exceed 255 decimal, you will find the ASL
instruction works fine. Problems begin, though,
when you get into multiple-byte values.
BEFORE
e
8
I
1
8
1
8
e
1
UftLUE :: 13478
AFTER
1
1
8
1
eje
H
*
8
I
1
1
11
1
8
8
*8
UfiLUE = 26948
Figure 3.
Figure 3 shows an example of a multiple-byte
shift. As you can see, the contents of bit 7 of the low
byte must shift into bit of the high byte. In order to
do this, we must see the LSR instruction to shift the
low byte, and a new instruction, ROL (Rotate left
through carry), for the high byte. ROL has the fol-
lowing formats:
ROL A (ACCUMULATOR)
ROL nn (ABSOLUTE)
ROL n (ZERO PAGE)
ROL n,X (ZERO PAGE INDEXED X)
ROL nn,X (INDEXED X)
The ROL instruction performs the same function as
ASL, except that it puts the contents of the carry flag
in the low-order bit instead of a zero.
Both ASL and ROL set the SIGN, ZERO and
CARRY flags according to the result of the operation.
Let's look at a few examples of multiplication
using the ASL and ROL instructions.
Ifl
»=
$8688
78
LDfi
»S87
jPLfiCE 7 IN ACCUM
38
ft5L
a
,TIHE5 2
48
ft5L
Q
; TIMES 4
S8
ftSL
A
;TIME5 8
68
STfl
TIME58
JSAUE RESULT
78
BRK
;AND STOP!
88 TIMES8 »=»+!
98
END
Figure 4.
Figure 4 shows an example of single-byte multi-
plication using the ASL instruction. In this example,
we're multiplying the contents of the accumulator
(7) by eight and storing the result in the location
labeled TIMES8.
Line 20 loads the accumulator with the
number 7 (00000111 binary). You can try dif-
ferent values here to test the multiply. Remember
that since this is only a single-byte multiple, the
result cannot exceed 255. Therefore, don't use
any values greater than 31 decimal here.
Line 30 shifts the accumulator to the left one
bit, multiplying the accumulator by two. After
this instruction executes, the accumulator will
contain 14 decimal (00001110 binary).
Line 40 shifts the accumulator left another
bit. At this point, the accumulator is four times
the starting value of 7 , or 28 (0001 1 100 binary).
Line 50 shifts the accumulator left a third
time, giving us eight times the starting value, or
56 (00111000 binary).
Line 60 stores the final value of 56 decimal
($38 hex) in the location labeled TIMES8. If
you change the value in line 20, the value you
enter will be multiplied by eight and placed in
TIMES8.
Line 70 stops the program execution.
Line 80 reserves one byte for the result of
the multiplication, labeled TIMES8.
(Continued next page)
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PAGE 70
ANALOG COMPUTING
ISSUE 19
The above example shows how easy the ASL
instruction makes it to multiply a number by a
power of two, but what if you want to multiply a
number by five.
In such cases, it's good to break the multiplier
down into "bite-sized" pieces. For example, a mul-
tiply by five can be broken down into:
tnuHber * 4)
+ Cnuwber J
(nuHber « 5J
The 6502 code required for this operation is shown
in Figure 5.
in
*- 58680
15
LDfl »23
; PLACE 23 IH ACCUM.
?fl
asL
; TIMES 2
?s
ASL A
; TIMES 4
;?o
CLC
; CLEAR CARRY FOR ADD
:ts
ADC tt23
J ADD 23 = TIMES 5!
4ft
STA TIME55
:AND STORE RESULT
4S
6RK
;ALL DONE!
50
TIME55 *=#+!
55
.ENO
Figure 5.
Similarly, a multiply by 10 can be broken down to:
(nunfoer «
+ (nunber *
8>
2)
(nuMber « 18J
With its 6502 code shown in Figure 6.
10
*- 50608
15
LDA tt23
; PLACE 23 IN ACCUM.
20
ASL A
; TIMES 2
25
STA TIMES2
;SAUE «2 VALUE
38
ASL A
; TIMES 4
35
ASL A
; TIMES 8
40
CLC
; CLEAR CARRY FOR ADD
45
ADC TIMES2
;#8 + »2 = »18!
50
STA TIMESie
;5AVE TIMES 18
55
BRK
;AND STOP!
60
TIMES2 »=«+l
65
TIMES18 »=«+!
70
.END
Figure 6.
As you can see, you can multiply a number by
almost any value, through a combination of left
shifts and add/subtract operations. It's just a matter
of careful planning when writing a program.
Multi-byte multiplication.
Now that we've looked at single-byte multiplica-
tion, we can go on to bigger and better things, such as
multiplying two-byte values. Figure 7 shows the
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ISSUE 19
ANALOG COMPUTING
PAGE 71
procedure for multiplying the two-byte value TOTAL
by sixteen. Note that the low-order byte is always
SHIFTed, and the high byte is always ROTATEd.
10
«=
S0600
15
LDft
»S02
PLACE 02. . .
20
STft
TOTflL+1
IH TOTAL HI
BYTE
25
LDft
ttS4F
PLACE 4F. . .
30
STfl
TOTAL
IN TOTAL LO
BYTE
35
flSL
TOTAL
SHIFT LOW,
40
ROL
TOTflL+1
ROTATE HI =
TIMES
2
45
ftSL
TOTAL
SHIFT LOH,
50
ROL
TOTAL+1
ROTATE HI =
TIMES
4
55
ft5L
TOTAL
SHIFT LOW,
60
ROL
TOTAL+1
ROTATE HI =
TIMES
8
65
flSL
TOTAL
SHIFT LOW,
70
ROL
TOTAL+1
ROTATE HI =
TIMES
16
75
BRK
ALL DONE!
80
TOTAL «=*+2
85
.END
Figure 7.
Lines 15-30 initialize the variable TOTAL to
$024F(0000001001001111)binary.Notethatthe
label TOTAL is the low-order byte and TOTAL+ 1
is the high-order byte.
Line 35 shifts the low byte of TOTAL left
one bit, multiplying it by two. This operation
places the contents of bit 7 of the low byte in the
carry flag so that it can be shifted into the high
byte by the next operation.
Line 40 rotates the high byte of TOTAL left,
placing the carry flag's contents in bit 0. Like the
shift operation, the rotate places the contents of the
high byte's bit 7 in the carry flag. After this
instruction executes, TOTAL contains $049E
(0000010010011110 binary), or two times the
original value.
Lines 45-50 multiply TOTAL by two a
second time, resulting in a value of $903C
(00001001001 1 1 100 binary), or four times the orig-
inal value.
Lines 55-60 multiply TOTAL by two again,
giving a value of $1278 (0001001001111000
binary), or eight times the original value.
Lines 65-70 multiply TOTAL by two a final
time, giving a final result of $24F0 (00100100-
11110000 binary), which should be $024F*16.
Checking, we find that $024F is 591 decimal.
591 times 16 is 9456 decimal, or $24F0, and our
answer in TOTAL is correct.
These examples show the basics of 6502 multiplica-
tion, but don't stop here. Study the above code and
try creating your own programming puzzles. I've
given you the ball, now run with it!
(Continued next page.)
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PAGE 72
ANALOG COMPUTING
ISSUE 19
Divide and conquer.
Now that we've covered simple multiplication,
let's look at basic division. You know how bit-
shifting works, so picking up the finer points of
binary division should be easy.
Remember how shifting the value 49 decimal
(00110001 binary) left one bit gave us 98 (01 100010
binary)? What happens if we shift the value RIGHT
one bit? Figure 8 gives us the answer.
CURRY
BEFORE
[7
e
A^
^
8YTE=4U
AFTER 04
TTe
8
1
1
6
Q
BVTE=24
]^E1
CftRRY
Figure 8.
As you can see, we've just discovered the first
limitation of binary division — we can't handle
decimals! Using real numbers instead of integers,
49/2 = 24.5. Shifting the value 49 right one bit
divided it by two, all right, but we lost the decimal
portion of the result. We'll look at real number
division in later installments of Boot Camp, but for
now the loss of the precision does not matter. I
mentioned the problem because it's good for you to
be aware of this limitation.
In the 6502 instruction set, the operation which
performs this right shift is the LSR (Logical shift
right) instruction. Its formats are:
LSR A (ACCUMULATOR)
LSR nn (ABSOLUTE)
LSR n (ZERO PAGE)
LSR n,X (ZERO PAGE INDEXED X)
LSR nn,X (INDEXED X)
As Figure 8 shows, the LSR instruction shifts all
the bits of the indicated byte right one position. A
zero is placed in the high-order, or 128 bit. The
low-order, or 1 bit is shifted into the carry flag. This
allows us to perform multi-byte right shifts, similar
to multi-byte left shifts.
Before we look at multiple-byte division, let's
look at a single-byte example.
18
*= 50680
28
LDO ttl84
;PUT 184 IH aCCUM
38
LSR A
: DIVIDE BY 2
40
LSR a
;OIVIDE BY 4
50
L5R a
; DIVIDE BY 8
68
STA DIU8
jSflVE RESULT
78
BRK
;OND STOP?
88
DIU8 »=«+!
90
.END
Figure 9.
Figure 9 shows an example of dividing a single-
byte value by eight. Like multiplication by eight, this
operation requires three shifts, but in the opposite
direction. In this example, we divide the number 184
decimal by eight, placing the result in the location
DIV8.
Line 20 places the number 184 (10111000
binary) in the accumulator.
Line 30 shifts the accumulator contents
right one bit, dividing the value there by two.
After this instruction, the accumulator contains
92 (01011100 binary).
Line 40 shifts the accumulator right another
bit, dividing the value by two again. At this
point the accumulator is divided by four, and
contains 46 (00101110 binary).
Line 50 shifts the accumulator right a final
time, leaving the accumulator containing the
original value divided by eight. At this point it
contains 23 (00010111 binary).
Line 60 stores the contents of the accumula-
tor in the location labeled DIV8 . If you examine
this location after the program executes, you
will see that it contains 23 decimal ($17 hex).
Checking, you will find that this is 184 divided
by eight.
Line 70 BREAKS the program, stopping
execution.
Line 80 reserves one byte for the value
DIV8.
Now you see how simple single-byte division is. If
you want to divide any integer up to 255 by a power
of two, this process works fine.
Shifting into high.
Up till now, we've limited ourselves to simple,
single-byte division. Now let's see how we do it with
more than one byte.
BEFORE
8 +
F
ill
8
1
1 8
1
8|1
1 8
1
eJ8
VALUE
=
28008
AFTER
l«l«
1
1
8J1
lis
■*
1
oil
1
1 oil 0I0
VALUE
-
14804
I
^ig
ur
e ]
LO.
Figure 10 shows the division of the two-byte
value 28008 by two. As you can easily calculate, the
result is 14004. If you compare this example with the
multi-byte multiplication shown in Figure 3, you
will notice an interesting difference.
In multiplication, the LOW byte is shifted and the
HIGH byte(s) is (are) rotated. This is because the bit
shift proceeds from right to left.
In division, however, things are reversed. Since we
are shifting all the bits to the right, the HIGHEST
byte is shifted, and the remaining bytes are rotated.
This allows the low-order bits of the bytes being
ISSUE 19
ANALOG COMPUTING
PAGE 73
divided to shift into the lower-order bytes.
Let's look at an example of the three-byte value
SCORE being divided by four. The code necessary is
shown in Figure 11.
le
*-
$0600
15
LDfi
tt$49
;5ET UP. . .
20
STfl
SCORE+2
;3-BYTE. . .
25
LDfi
«S23
;UftLUE. . .
38
STfl
SCORE+1
;IH SCORE.
35
LDfi
ttSF8
;= $4923F8
40
5Tfl
5C0HE
45
L5R
SCORE+2
JDIVIDE. . .
58
ROR
SCORE+1
J SCORE. . .
55
ROR
SCORE
;BV 2
60
LSR
SCORE+2
;DIVIDE. . .
65
ROR
SCORE+1
J SCORE. . .
70
ROR
SCORE
;BV 4
75
BRK
JflND STOP!
80
SCORE »=»+3
85
.END
Figure 11.
Lines 15-40 initializes the three-byte value
SCORE to $4923F8. Remember that multi-
byte values are always stored in low byte-high
byte order. In this case SCORE is the lowest-
order byte and SCORE+2 is the highest-order
byte.
Line 45 SHIFTS the highest-order byte of
SCORE right one bit. The 1 bit of SCORE+2 is
placed in the carry flag, ready to be ROTATED
into the next byte of SCORE.
Line 50 ROTATES the middle-order byte
right one bit. The bit carried from the highest-
order byte is shifted into SCORE+1 's 128 bit,
and the 1 bit of SCORE+1 is placed in the carry
flag for the next ROTATE.
Line 55 ROTATES the low-order byte of
SCORE right one bit. Once again, the carry
status is placed in the 128 bit, and the 1 bit is
shifted into the carry. This final carry is not
used, but is ignored. After this instruction exe-
cutes, the value in SCORE is divided by two,
and contains $2491FC. You can calculate the
binary and decimal values as an exercise.
Lines 60-70 perform the same function as
Lines 45-55, leaving SCORE with the original
value divided by four, or $1248FE. Calculate
the decimal and binary values for this result,
and you will see that the original value has been
divided by four.
Line 75 BREAKS the execution of the pro-
gram. At this point, you can examine the three
bytes of SCORE and see that they contain the
proper result.
Line 80 reserves three bytes for the variable
SCORE.
Well, now you have the basics of integer binary
multiplication and division under your belt. The
principle is simple, you just have to work with it
until you feel comfortable. In order to do that, create
your own problems to solve. If you run into diffi-
culty, write me and I'll help out. After all, you may
not be the only person with a particular question,
and your query could help others understand more,
too.
Here it comes.
For those of you who need some prompting to get
started with problems, here's one that shouldn't be
too hard if you've read carefully.
Write a program that multiplies the value 5 by 27.
Use any of the techniques we have discussed so far.
There are several possible solutions to this problem,
so give it your best shot. When you solve it, I'd like
to see the technique you used. Send listings of your
solutions to:
Boot Camp
c/o ANALOG Computing
P.O. Box 23
Worcester, MA 01603
Next issue, we'll look at a couple of possible solu-
tions. We'll also find out what the stack is and how it
helps us write subroutines. D
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CIRCLE «137 ON READER SERVICE CARD.
PAGE 74
ANALOG COMPUTING
ISSUE 19
SO;
you Tvant to be a
SYSOP?
by Noel & Kim Thomas
After seeing the movie 'Wai Games, we ran out and
bought our first modem — an Atari 830 Acoustic.
We soon found out that there were no local Atari
Bulletin Board Systems (BBS). So, we took to the
long-distance phone lines to locate Atari BBS's.
It wasn't long before my wife, Kim, wanted to
be a system operator (Sysop) of her own bulletin
board. After many calls to various boards, we found
one that had an AMIS Bulletin Board program that
we could download. No documentation was pro-
vided, although all the required programs were avail-
able. These consisted of: 1) the bulletin board pro-
gram, 2) the message-base initialization program, 3)
the message-base compactor program, and 4) the
message-base expansion program.
Well, we had a modem and a program — now
what?
After a few hours of examining the program, Kim
decided what files were going to be necessary. The
next step was to create each text file and run the
initial program in order to set up the sectors for the
messages, since we were just starting out.
The first text file to be created was the Welcome
message. This is the first file the caller sees, so we had
to think of a good name. After some thought we
decided on the name S.P.A.C.E. It's an acronym for
St. Petersburg Atari Computer Enthusiasts. This
enabled us to incorporate a theme for the board
patterned after the space shuttle.
Text files are constructed using a word processor.
We found that Text Wizard by DataSoft proved to
be the best, because it allows the use of inverse
characters. The other text files that were created
include:
Bulletins — Contain brief facts of interest,
for sale, etc.
File Directory — Contains a list of current
programs for download.
Help — Explains commands used in depth
for new users.
Information — Tells a little about the BBS
and the equipment used.
Joke — The weekly joke.
Member Log — A listing of all Board
Members, their phone # and computer type.
Board Pass — Explains the password system,
to the new users.
Passfile — A file that contains the user's
password, name, address, phone #, time lin\it
and computer type code.
Other Boards — A list of other BBS's
broken up into Atari & non-Atari.
Visit Library — The file that contains all the
Public Domain software available from this
BBS. The file is broken down into six sections:
(Games, Music, Educational, Communication,
Utilities, and Graphics).
Function — File containing the brief sum-
mary of the command list.
ISSUE 19
ANALOG COMPUTING
PAGE 75
Zero-Gravity — This file includes game tips,
programming tips and other Atari related topics.
This was the most time-consuming portion of the
BBS set-up. Now that we had the message sectors
allocated and the text files created, our work disk
was finished, and we were ready for a trial run online.
The first two weeks we were running the board
using an acoustic modem. This became a little tire-
some, since it required using "ringback." A person
would call, let the phone ring once, then call right
back. We would then wait for the second ring and
put the phone on the modem. Needless to say, as the
calls increased, we soon grew tired of this and pur-
chased a Hayes Smartmodem 300. (See a review of
the Hayes Smartmodem 1200 on p. 17. ) Next came
the dedicated phone line which let us expand our
hours of operation.
After some experimentation we set the pins on the
Smartmodem as follows:
Pin Number
DTR
VERBOSE
QUIET
ECHO
RING
CARR. DET.
RJll
NOT USED
1
2
3
4
5
6
7
Setting
UP
UP
DOWN
UP
UP
UP
UP
DOWN
The modem cable was wired as follows:
Modem Pin
Transmit Date 2
Receive Data 3
Ground 7
Carrier Detect 8
Data Ter. Rdy 20
Ring Indicator 22
850 (RI)
3 SEND(OUT)
4 REC.(IN)
5 GROUND
2 CRX(IN)
1 DIR(OUT)
6 DSR(IN)
With the auto-answer modem, the SPACE BBS
was off to a flying start.
We now began to find out about the daily work
involved in being a Sysop. Each day there are pass-
words to add and backups to make of the work disk.
Since we only selected 200 sectors for our message-
base, we needed to use the compactor program about
every 2 weeks. Soon it will be necessary to use the
expansion program and increase the sector alloca-
tion for messages to 300 or more. The bulletins need
to be updated, and the download files rotated on a
weekly basis. Many hours are spent in the evenings
chatting directly with the callers and answering their
questions.
As you can see the Sysop's activities are many, but
there are rewards, too. We have met hundreds of
people through the BBS and have made many new
friends. We have callers from all over the country,
including one from Texas named Bugs Bunny!
Required hardware.
The hardware necessary to run your own BBS is:
An Atari 400 or 800 with 48K
At least 1 Disk Drive
Atari 850 Interface
Printer
Modem (preferably Hayes Smartmodem 300)
The SPACE BBS runs on an Atari 400 with 48K,
with an Inhome B-Key Keyboard, two 810 drives,
Hayes Smartmodem, 850 interface, and an Atari 820
printer.
BBS comtnands.
All bulletin boards have a list of commands that
allow the caller to select which area to access. Since
the theme of our BBS is a flight in space on a shuttle,
commands are listed as your "Control Panel." The
following commands can be found at the Control
Panel:
Command Function
A Toggles Atascii/Ascii mode
B Bulletins
C Chat with Captain
D Download Files
E Enter Message
F Files Available for Download
G Goodbye/Logoff
H Help with Commands
I Information on Shuttle
J Joke Corner
L Toggles Linefeeds
M Member Log
N New User Password Application
O Other BBS List
P Private Message to Captain
R Retrieve Messages
S Summary of Messages
T Time Remaining on this Flight
U Upload Files
V Visit Atari Download Library
W Welcome Message
X Expert User Mode
Y Lists Local BBS
Z Zero-gravity Chamber
? Lists Functions
Common problems.
A common problem of Sysops is the board
crasher. The Atari BBS software is unique in that the
program is virtually "crash-proof." This is because,
when the interface channel is opened in concurrent
mode, no other input/output operations that use the
computer I/O connector can be performed. This
means that no peripheral, other than the keyboard
and the screen editor, can be accessed while the
modem channel is open. Some Apple boards are not
so lucky, due to the fact that the knowledgable
"hacker" can get into the disk drive and even erase
BBS files!
PAGE 76
ANALOG COMPUTING
ISSUE 19
Of course, there is the problem of the callers who
leave abusive messages on the board. By installing a
"Password Only" message base, you can eliminate
this from your system.
The weather can also be a foe of the Sysop. A
thunderstorm can cause hundreds or even thousands
of dollars of damage to your equipment. We recom-
mend that the system be completely shut down dur-
ing periods when lightning is expected.
Other considerations.
There are a few important questions that should
be considered before starting your own Bulletin
Board Service.
First, can you manage without your computer
system, since running a BBS will tie up your equip-
ment? You will be surprised at how nciuch you miss
working on the computer or playing games! Two
complete systems allow you to have the "best of
both worlds."
Second, are you ready to install another telephone
line to be "dedicated" to the BBS or will the board
keep your telephone busy for hours? The second
phone line will entail some amount of additional
expense on your part.
Third, are you prepared to spend 1 or 2 hours a
day just for "housekeeping" duties for the board?
The updating and backup routines are important
parts of keeping a BBS running smoothly.
Finally, remember that a good BBS is a dependable
BBS. Using your equipment for 12 to 24 hours a day
may require more equipment upkeep than usual. If
the system does "go down" for repairs will you be
able to get it fixed and running again quickly?
In conclusion.
Those of you who answered "yes" to the previous
questions may have the makings of a Sysop.
Anyone who would like the software to start their
own Atari BBS can call the S.P.A.C.E. Board at
813-344-3321 during Flight Hours (noon to mid-
night). Happy "modeming!" D
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CIRCLE #138 ON READER SERVICE CARD.
BACK ISSUES
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Wasting Arrays
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ISSUE 13
Fine Scrolling Part 1
Roundup
Space Assault
Observational Astronomy
CIO Routines
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GTIA Graphics
Audio in Your Programs
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Graphic Violence
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ISSUE 9
Build Your Own 400
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ISSUE 14
Fine Scrolling Part 2
Disassembler in BASIC
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Lumberjack
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ISSUE 15
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Knights and Chalices
Music Synthesizer
Bricklayer's Nightmare
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Handler
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PAGE 78
ANALOG COMPUTING
ISSUE 19
MiG ALLEY ACE
MICROPROSE SOFTWARE
18616 Beaver Dam Road
Hunt Valley, MD 21030
$34.95
by Patrick Kelley/Pilot,
North Korean Air Force
Streaking through the cloudless skies in my MiG-
15 fighter, I can't help but feel a certain aniount of
pity for my opponents today and the fate they will
soon meet. The blanket of air superiority is ours:
from north of the Yalu river to over 100 miles into
Korea no aircraft can challenge us. In the area the
American fliers call "MiG Alley" we are invincible.
We are the undisputed masters of the sky. Today will
be no different. My pulse quickens as I see a flash of
sunlight gleaming off metal in my rear mirror, and I
roll to meet it. As I increase throttle to my MiG's
engine the distance between us narrows. It is an
American aircraft, escorted closely by his wingman.
Smiling grimly, I arm my cannon and ready myself
for battle. We will clash at close to the speed of
sound, and the slightest miscalculation will mean
instant death. I wonder what my enemy is thinking as
I lower my helmet visor.
If this sounds to you like the stuff from which
exciting computer games could be made, consider it
already done. MiG Alley Ace, the new combat/-
flight simulator from MicroProse Software, is excit-
ing. In MiG Alley Ace you can select any number of
computer-determined scenarios taken from the
Korean air war. You can play them out either in a
co-operative mode with another player as squadron
leader and wingman against a computer controlled
MiG, or as pilot against pilot in a one-on-one
dogfight.
The play ability and controls of the game are excel-
lent, albeit somewhat touchy in the targeting depart-
ment. Even an armchair pilot like myself found it a
cinch to pull off rolls, dives, loops and even a few
messy split "s's" without slamming into the ground.
Its pretty easy to imagine the G-forces pressing you
into your couch as you put your plane through its
paces, and you almost wish you had a pressure suit to
force the blood back into your extremities after you
pull yourself out of a flat spin. The graphics are a bit
on the crude side — but have a certain imagination
behind them. (For example, as you take your plane
away from the area of the sky where the sun is on the
day combat mode, a crescent moon fills the sky.)
For novices this game will be a bit intimidating the
first time you take joystick in hand, but it will pro-
vide lots of thrills once you master a few of the basics.
1 myself like playing the co-op mode where you
engage the computer-controlled aggressor, instead of
playing mano a mano with publisher Lee Pappas (a
pilot in real life.) I have a pointer for potential MiG
Alley Aces — watch your altimeter gauge! Many a
good battle was cut short when yours truly wasn't
watching his altitude and took his plane into a 700
MPH rendezvous with the ground, a maneuver not
endorsed by the USAF Flight Training School. If you
have a forgiving friend or tolerant enemy the one-on-
one mode can't be beat. Otherwise, you'll just have
to take it the hard way and go against the computer
(not a good confidence builder!) to earn the title of
MiG Alley Ace. D
iin nitsBiub
SudiaOB nnnatSB
MiG Alley Ace.
by Lee Pappas/Captain, U.S.A.F.
Another day, another strike. When will those
Reds learn that Americans aren't trained to fly —
we're born to fly. It almost seems unfair as I pour
steel-jacketed slugs into my adversary. Then I remem-
ber that Pat Kelley is my co-worker and friend, and I
sure feel terrible (with a gUnt in my eye) as I blast him
out of the blue.
MiG Alley Ace is a must-have for any Atari game
fanatic. Split in two parts, the upper half of your
screen is your point of view, and the lower half your
opponent's. In one-player mode (you vs. the compu-
ter) the lower half shows the computer's "over the
panel" view. A small readout under each viewpoint
shows altitude, velocity, number of ammo rounds
and power setting. A "rearview" mirror assists in
spotting enemy aircraft on your tail.
Player(s) One control(s) the gray planes, Player
Two (or the computer) flies the orange. The aircraft
can roll, dive, crash, explode and shoot. They also
vary in size depending on distance, and a plane will be
shown in respect to its opponent's altitude. In other
words, if you're taking your F-86 Sabre into a steep
chmb, it'll appear that way on your opponent's lower
ISSUE 19
ANALOG COMPUTING
PAGE 79
screen half. The same is true whether you're diving,
looping or doing other maneuvers. With an in-
creased power setting, you can climb to heights in
excess of 30,000 feet and do such fancy aerobatics as
looping and crazy-S's, but watch that altitude or
you'll meet Mr. Ground. Observers of the Pappas/
Kelley battles have been known to scramble out of
the office in search of Dramamine.
It takes several hits to down an enemy plane.
When your rounds come into contact with your
opponent's plane, it will glow red for a second. After
several hits he'll lose power entirely. With a few
more shots he'll never even have a chance to bail out
(CONTROL Q) before his plane explodes. There
have been rare occasions where I've had enough alti-
tude to glide powerless long enough to seek revenge
on my enemy, thus making him crash first, giving me
the points he might have received.
The game has a few occasional graphic bugs: some
screen glitches (understandable, considering how
much is going on), the sun passing in front of the
ground, and the moon not changing angle when the
horizon does. Hov/ever, these aren't major, and most
people wouldn't even notice them. One minor quirk:
even though the MiG-15 and the F-86 Sabre aren't
exactly state-of-the-art aircraft by today's standards.
they are jets. Anyone listening to MiG Alley Ace
will quickly notice that the planes sound prop-driven
(ala the movie Airplanel)
MicroProse has another great flying scenario on
their hands (they also wrote Solo Flight), and this
game should have you on the edge of your seat. And,
as in my case, you may even reach a point where no
one will play with you (even with the small bullet
handicap) because you have truly struck fear into
their hearts! D
4251 west Sahara Avenue, Suite E, Las Vegas, Nevada 89102
(1-800-621-6131 ORDER LINE only) 1-702-367-2215
Buy • Sell • Trade • New • Used • Demo. "Computer Hot Line"
ATARI
1 200XL Reflects Rebate $ 259
800 48k Reflects Rebate 289
400 16K 99
81 Disk Drive 379
410 Recorder 72
830lv1odem 129
850 Interface 199
Atari Visicalc $159
SPECIAL OF THE MONTH
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Programmer Kit 52
Atari Writer 55
Data Perfect 75
Letter Perfect 1 05
Home Accountant 48
Assembler Editor 42
Atari Speed
Atari Speed Reading 54
Home File Manager 36
Bookkeeper 102
Pac-Man 30
Centipede 30
Qix 30
Breakout 26
Deluxe Space Invaders 26
Asteroids 30
Juggles House (D.C.) 22
Juggles Rainbow 22
Atari Conversational l_anguages • French • Italian • Spanish • German • $42 each
Purchases can be made by check, money order, C.O.D., Carte Blanche and Diners Club.
ATARI
Preppie II $22
Frogger 23
Choplifter 23
Apple Panic 20
ZorkI 27
Zorkll 27
Deadline 34
APPLE
Home Accountant $48
Multiplan 175
Compiler 119
HARDWARE
C. Itoh Prowriter $379
Nee. 8023A 439
Banana Printer 209
Hayes 1 200 Modem 489
COMM. 64 DISK
Temple Of Apshai $33
Upper Reaches Apshai 18
JumpMan 33
ZorkI 33
Zork II 33
Zorkll! 33
Frogger 30
Jawbreaker 24
Ft. Apocalyse 30
Pharoh's Curse 30
Type Attack 30
Comm 64 $21 9
1 541 Disk Drive 249
1 525 Printer 229
1 701 Color Mont 259
Hes Mon 29
Paper Clip w/p 115
Gale Result 1 40
Sysres-Utility 90
Renaissance 30
Vic-20 90
Datasette 64
1 600 Modem 85
Word Processor 95
131 1 Joystick 8
1312 Paddles 16
1210 3k Expander 34
Apple Panic 34
Serpentine 34
Sargon Chess 29
Gorf 29
UMI-VIC 20
Renaissance : $30
Meteor Run 30
Outworld 30
Super Amok 30
Video Vermin 30
Amok 15
Subchase 15
CIRCLE #139 ON READER SERVICE CARD.
PAGE 80
ANALOG COMPUTING
ISSUE 19
SUPERBASIC
for the Atari
BASIC XL
OPTIMISED SYSTEMS SOFTWARE
1173D S. Saratoga/Sunnyvale Rd.
San Jose, CA 95129
(408) 446-3099
16K Cartridge $99.00
by Robert L. Riggs
Optimised Systems Software (O.S.S.) has done it
again! Bill Wilkinson &l Co. have put the cap on the
BASIC language for Atari computers: BASIC XL.
It's neatly wrapped and documented in a yellow
binder which accompanies the bright orange
cartridge.
The documentation begins with a 176-page tuto-
rial entitled "30 Days to Understanding BASIC XL,"
written by Bill Wilkinson and Diane Goldstein. If
you are a complete novice at BASIC programming,
this book and a fair amount of determination are all
you will need to learn to use your Atari computer.
Bill and Diane introduce you to BASIC XL with the
"chapter-a-day" system: 30 chapters, beginning with
"Getting to know your computer" and extending
through "Congratulations: 30 END."
Following the tutorial is the reference manual
which documents the entire language, including 45
syntax expressions and keywords not found in 8K
Atari BASIC. It's a well-known fact that Bill Wilkin-
son was part of the team that developed 8K Atari
BASIC. He's written more than once of the bugs and
hmitations inherent in that language. BASIC A+
did much to alleviate those shortcomings, but it was
disk-based and devoured too much memory. BASIC
XL is on cartridge and, because of its memory bank
design, uses no more RAM than Atari BASIC. Crit-
ics of the execution speed of other versions of
BASIC will find little to complain about with regard
to O.S.S.'s latest achievement. BASIC programs
previously typed in from magazines — and aban-
doned because of their boring snail-pace — run at
arcade speeds with BASIC XL. In fact, timing loops
almost invariably have to be extended when run-
ning Atari BASIC programs with BASIC XL.
That's right, BASIC XL is upward compatible with
Atari BASIC, unlike MicroSoft BASIC. And it still
offers MicroSoft-style string-handling, auto line-
numbering, renumbering and line delete.
Other useful additions to the BASIC vocabulary
include ELSE, WHILE, ENDIE ENDWHILE,
PRINT USING, TAB and TRACE/TRACEOFF.
Player-missile graphics are of particular interest to
many Atari programmers. Dozens of articles and
programs in a variety of books and magazines are
devoted to utility programs to help you design and
use players and/or missiles. O.S.S. provides you
with BASIC commands to deal with these pesky
critters. Just wait until you can use commands like
MISSILE, BUMP, PMCOLOR, PMGRAPHICS,
PMMOVE, PMWIDTH and PMCLR. You'll love it!
SET is another new and extremely powerful com-
mand. It allows you to exercise control over a variety
of system level functions. You can quickly and easily
change 13 functions such as BREAK key enable/dis-
able. Tab stop settings for the comma in PRINT
statements, the prompt character for INPUT, auto
DIMensioning, and LIST formatter to automatically
indent structured statements. DOS commands
directly from BASIC include DIR (disk directory),
ERASE, PROTECT, UNPROTECT and RENAME.
And that's not all. You get additional func-
tions like DPEEK/DPOKE, ERR, FIND, HSTICK/
VSTICK, PEN, PMADR and SYS. You can type
them all in caps, lower case or even reverse charac-
ters for all BASIC XL cares. Just think — no more
angrily hitting the CAPS/LOWR key after a syntax
error!
Yes, 1 know that doesn't add up to 45 commands,
yet. There are more advanced-technique keywords
that some of you will undoubtedly drool over, so I
suggest that you run (don't walk) directly to your
friendly Atari dealer and buy your very own copy of
BASIC XL immediately. It's the here-and-now
solution to all your BASIC needs for your Atari
computer. D
ISSUE 19
ANALOG COMPUTING
PAGE 81
Default
by Charles Bachand
I hate things that are monotonous. Blue screens,
white letters and black backgrounds are just too
much for this 'ole programmer's eyes to take, day
after day. Wouldn't it be nice to be different once in a
while?
Changing one's screen color is a very simple thing
to do. Just typing SETCOLOR 2,12,4 in immediate
mode gives you a nice shade of dark green to stare
upon for the rest of the day (or at least until you
press SYSTEM RESET). Then you're back to the
same old blue screen! That is, unless you use the
following utility. Default, to set up your new color
scheme. When SYSTEM RESET is now pressed, the
colors will return to the ones you have chosen.
Default can be customized to add or delete such
options as screen margins or character set addresses
just by adding or deleting DATA statements at the
end of the program. DATA statements are entered as
a decimal address of the option byte. A string then
describes the option. Examples to set up the left and
right screen margins follow:
580 DflTfl 82, Left Margin
519 DftTft 83, Right Margin
If you don't wish to change an option when the
program prompts you to enter a new value, simply
type a carriage return at the prompt, and the option
will be skipped. This program will also work with
either cassette or disk-based computer systems.
A word to the wise: After running Default and
setting up your new colors, margins or whatever, do
not run it again. The computer will probably lock up
and go into never-never land. If you wish to change
your options again, reboot the system and start from
scratch. D
TO EH
100 REM nSdnma by Chanes Bachand
118 REM
130 DIM TEKT5(20) :ADDR=1664
135 PRINT "H*l>EFftULT RESETTER" :PRINT
140 TRftP 3eO:READ L0C,TEHT$
158 PRINT : PRINT "UJuHdiUi "; TEXTS
155 BYTE=PEEKCLOC)
168 PRINT j^ P^RINT ''Pl ill lJIIfcni "JBVTE,
188 TRAP 19e:INPUT NVAL :6YTE=NUaL
185 IF BVTE<e OR BYTE> 255 THEN PRINT :
PRINT " ■ilHM:iUB:r!i:trtaeM " ! fiflTn iso
190 POKE ()DDR, 169: POKE flDDR+l,BYTE
288 POKE flDDR+2,141:HI=INT(L0C/256J
210 POKE ftDDR+3,L0C-HI*256
228 POKE ADDR+4^HI:ADDR=aDDR+5:G0T0 14
300 POKE ADDR,7e:P0KE flDDR+1, PEEK C12J
320 POKE ADDR+2,PEEKfl3)
338 IF PEEKC3>=0 THEN POKE 9,1: POKE 60
DR,96
340 POKE 12,128:P0 KE 13,6:PRIH T
350 PRINT "QPRESS EEED13CIM1
ACT CHANGES" :NEM
400 REM address label
420 REM
508 DATA 82, Left Margin
518 DATA 83, Right Margin
528 DATA 708,SetCOlor 8
538 DATA 789,5etCOlor 1
548 DATA 718,5etCOlor 2
558 DATA 711,Setcolor 3
560 DATA 712, Background color
CHECKSUM DATA
(Seepage 21)
188 DATA 53,77,409,489,832,152,589,726
,748,778,741,729,429,294,221,7179
300 DATA 939,219,654,35,635,798,340,62
8,8,446,453,453,460,944,6914
PAGE 82
ANALOG COMPUTING
ISSUE 19
riRJlPER
PJISCJIL
Far Atari 400, BDD, dp
XL SeriEs CamputBrs
NEW
* REquires DNE disk drive and 4BK RAM (multiplE drives supparted)
* Data types I Character, String, Integer, Real, File, Arrays
* Includes Editor prngram (source included)
* Includes Main Menu program (source included)
* Supports sound, graphics, hinary file loads, calls, many more , , ,
* Easy to use; No linking required; Compile and execute immediately
* Field tested for over six months
* Royalty free license included
PricEi $73,35
DrapEr Snft"VA/arE
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DEALER INQUIRIES WELCOME
Atari is TM of Atari, Inc,
Density; [ ] Single [ ] DnuhlB
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Name (print)
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City
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1 MasterCard
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Signature
CIRCLE #141 ON READER SERVICE CARD.
Put a Monkey Wrench
into your ATARI 800
Cut your programming time from hours to seconds, and
have 18 direct mode commands. All at your fingertips
end all made easy by the MONKEY WRENCH II.
The MONKEY WRENCH II plugs easily into the right slot of
your ATARI and works with the ATARI BASIC cartridge.
Order your MONKEY WRENCH II today and enjoy the
conveniences of these 18 modes:
• Line numbering
• Renumbering basic line
numbers
• Deletion of line numbers
• Variable and current
value display
• Up and down scrolling of
basic programs
• Location of every string
occurrence
• String exchange
• Move lines
Copy lines
Special line formats and
page numbering
Disk directory display
Margins ctiange
Memory test
Cursor exctionge
Upper case lock
Decimal conversion
Machine language
monitor
Hex conversion
The MONKEY WRENCH II also contains a machine
language monitor with 1 6 commands that can be used
to interact with the powerful features of the 6502 microprocessor
3239 Linda Dr.
Winston-Salem, N.C. 27106
(919)924-2889 (919)748-8446
Send for free catalog!
CIRCLE #151 ON READER SERVICE CARD.
ISSUE 19
ANALOG COMPUTING
PAGE 83
DO YOU SUBSCRIBE TO ANALOG
COMPUTING ON DISK OR CASSETTE?
... if not, then you
should. Since issue
1, ANALOG'S
cassette and disk sub-
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eliminated the
need for you to
spend hours typing
in programs from the
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PAGE 84
ANALOG COMPUTING
ISSUE 19
16K Cassette 24K Disk
Siege
by Glen Raffel
Arcade quality games don't necessarily have to be
written in machine language. BASIC still holds
opportunity for fast-paced games with colorful
graphics. Siege contains several time-saving routines
that speed up the action.
The player/missile graphics are contained in
strings. By overlapping the string memory and the
player /missile memory, you can use the quick Atari
string commands to move the players. However, that
only ta:kes care of vertical motion. For horizontal
motion, I wrote a short machine language program to
read the joystick and move the player from side to
side. This routine also eliminates the need for several
time-consuming IF. . .THEN statements.
Instead of a normal play field, I used redefined
characters in GRAPHICS 2. 1 didn't have to transfer
the entire character set into RAM because I only
need a few characters for the display. Also, programs
run considerably faster in GR.2 than in GR.7, GR.8,
or even GR.O. The colors in GR.2 are just as varied
as GR.7, and, with the four player colors, the screen
comes alive. Finally, I used a flag variable to tell if a
rock had been dropped, thus eliminating more
IF. . .THEN statements from the main loop.
The game.
You are the sole defender of the Trausberg castle
wall. Hundreds of unwashed barbarians are swarm-
ISSUE 19
ANALOG COMPUTING
PAGE 85
ing at the base of the wall. They are scaling the walls
in a desperate attempt to invade the castle. Fortunate-
ly, you are equipped with an enormous supply of
boulders, which you can drop on their heads
to stave off their vicious assault.
You can move your man across the screen with the
joystick. The trigger button releases the boulders.
You start with three men, and your remaining men
are displayed in the lower right corner of the screen.
The START button begins the game. At first the
game might seem easy, but after each round the
barbarians move even faster. The fate of Trausberg is
in your hands . . . D
Variable Table
A Dummy variable
A$ Sky characters
B Location of character set
BASE Hi Byte of new character set
BOMB$ Shape of the bomb
BOMBY Y position of bomb
C$ Wall top characters
D$ Start of P/M memory
E Loop variable
E$ Brick characters
F$ P/M buffer
PL Bomb drop flag
L Level
M$ Missile memory
MAN$ Shape of man
MANX X position of man
MANY Y position of man
MEN$ No. of remaining men
PO$, Pl$,
P2$, P3$ Respective player memory
PM$ Beginning of P/M memory
Sl$ First monster shape
S2$ Second monster shape
SIX First monster X position
S2X Second monster x position
SlY First monster y position
S2Y Second monster y position
T Loop variable
V X position of bomb
X Timing loop
Z Rate of ascent
BASIC Listing.
GOSUB 1800
G05UB 1400
A=U5BC1536) : PlS tSlVJ =5lS : P2S (52YJ =52
1
2
3
4 51Y-51Y-Z:52V=S2V-Z:IF 51Y<22 OR S2Y
<22 THEN 2000
5 IF FL=1 THEN 30
6 IF STRIG(0)=O THEN FL=1 : U=PEEK C1790)
7 GOTO 3
30 B0MBY=B0MBY+2:P0KE 53251, U:IF BOMBY
>120 THEN BOMBY=25:FL=0: SOUND 0,0^0,0:
GOTO 3
31 IF PEEKf53261J>0 OR PEEK t532623 >© T
HEN SOUND 0,0,0,0:FL=O:POKE 53279,3:60
TO 50
32 P3S{B0MBYJ=B0MBS: SOUND 0,BOMBY+59,1
8,4:P0KE 53278, 9: IF 5C>L»200 THEN 30fl0
33 GOTO 3
50 5C=SC+18:IF PEEKC532623>0 THEN 68
51 FOR T=15 TO STEP -1:F0R E=l TO 5:
NEHT ElSOUND 0, 20, 2, T : NEKT T
52 FOR T=51Y TO 95 : PlS CT) =SlS : NEXT T;S
1Y = 95:S1K=RND{0) #150+50: POKE 53249, SIH
:B0MBV=25:P3S=MS
53 POKE 53278, 9:G0T0 3
68 FOR T=15 TO STEP -1:F0R E=l TO 5:
NEXT E:SOUND 8, 40,2, T :NEKT T
61 FOR T=S2Y TO 95 : P2S CTJ =S2S :NEXT T:5
2Yr95:S2X-RMD €85*150+50: POKE 53258, 52K
:B0MBY=25:P35=MS
62 POKE 53278, 9:G0T0 3
999 REM fi!r»*'*iMdij.Tpl=»:i-t;i
1000 GRAPHICS 2: POKE 756, 226 : SETCOLOR
0,0,0:5ETCOLOR 2, 8,8: ? tt5:P0KE 752,1
1010 ? tt6j"
1020 ?
1038 ?
1040 ?
1050 ?
1060 ?
1070 ? ■■ by Glen Raffei"
1080 T=T+l:IF T=16 THEN T=0
1890 SETCOLOR 1,T,18:IF PEEK t53279) =6
THEN 1200
1188 GOTO 1880
1199 REM
1208 BfiSErPEEK tl06) -8 : B = BflSE«256
1210 FOR T=3 TO 6:F0R E=0 TO 7 : REftD ft:
POKE B+T»8+E,ft:NEXT E:NEXT T
1220 DftTfl 8,63,63,63,8,252,252,252,0,1
99,68,68,124,8,0,255,8,16.8,124,16,48,
68,0, 255 , 255 ,255 .255, 255 ^55 f^ ^ , 255
1238 GRflPHl'cS 2 + 16 : DIM DsTlTrFS C CINT (fl
DRCDS)/1024J+13»1824-ftDR{D5J-l},PM$C38
43 , M$ fl283 , P0S C1283 , PlS (128)
1240 DIM P2Stl28) ,P3S(1283 :PMS=CHRSC03
; PMS (384) =CHR$ (0) : PMS (2) ::PM$ : MS = P«S : P8
S=MS:P1S=M$:P25=MS:P3S=M5
1258 DIM MftNS(14) ,SlS(113,S2S(ll),BOMB
S(133
1260 FOR T=l TO 14 : READ ft : MftNS (T, T3 =CH
RS(fi3:NEKT T:FOR T=l TO lllREftD ft:SlS(
T,T)=CHR$(fl) :NEKT T
1270 FOR T=l TO ll:REfiD ft : S2S (T, T3 =CHR
S(A):HEXT T:FOR T=l TO 13:REftD ft:B0M8S
(T,T3=CHRS(A) :NEKT T:P0KE 623,1
1280 DflTfl 8,24,60,24,24,255,24,24,24,3
6,66,66,0,0
1290 DftTft 0,0,60,98,126,165,129,126,0,
0,0
1300 DftTA 0,0,195,129,255,213,255,66,6
0,0,0
1310 DflTfi 0,0,8,24,126,255,255,255,126
,24,0,0,0
1320 POKE 54279, 0DR(PMS)/256:P0KE 553,
46:P0KE 53277,3
1338 POKE 784,14:P0KE 785,202:POKE 706
,58:P0KE 707,227
1350 FOR T=1536 TO 1536+38:REftD ft:POKE
T,fl:NEXT T
1368 DftTft 104,173,120,2,201,7,208,14,1
73,254,6,105,2,141,254,6,141,0,208
1378 DflTfi 76,37,6,281,11.208,11,173,25
4,6,233,2,141,254,6,141,0,208,96,8
1388 POKE 179e,128:RE TURN
1399 REM 'r.i Wiikiimf
1400 DIM fl$ (28) , C5 (28) . E$ (28) , MENS (6) :
flS = "SSS$SS SS SSSlSSS$SSlS":CSr"mtttt1ttttim
1418 SC=0:MEN=:3:MEHS::" "■;L-0:POKE
19,0! E$="imsmmmxm mms:x^i " : z=8 . 4
1419 REM
1428 POKE 87,8:? "•^'■:POKE 756,224: POKE
87,2:L=L+l:Z=Z+0.88
1438 POSITION 6,4:? »6;"WfiVE ";L:POSIT
ION 6,6:? «6;"SC0RE "jSC
1440 FOR T=l TO 6:F0R E=80 TO 99:P0KE
708,14:50UND 8 . E , 18, 8 : NEXT E : SOUND 8,0
,0,0:POKE 788,0:FOR E=i TO 20
1450 NEXT E:NEXT T
1460 POKE 708,15:FOR T-30 TO 8 STEP -1
:FOR E=l TO T:KEXT E:POKE 53273, 0:HEXT
T
PAGE 86
ANALOG COMPUTING
ISSUE 19
1470 MflHX=120 : MfiNY=2e : 51Y=95 : 52V=95 : BO
MBY=25 : BOMBX=«AHX : 51K=RHD {83*150+56 : 52
H = RKD«:e)»150 + 58
1480 POKE 756,BflSE:F0R T=10 TO 3 5TEP
-l:P05ITI0N 0,T:? KSjCSlHEHT T:P05ITI0
N 0,2:? «6jflS
1438 POKE 712,34:P0KE 788,24 :P05ITI0K
0,0:? tt6;ES:P05ITI0N 0,1:? »6;ES
1508 POKE 53248, MAHK: POKE 53249, 51K:P0
KE 53258, 52X : P85 CMAMY J =MAH5 : PlS t51YJ =5
1S:P2SC52Y3=52S
1518 FOR T=l TO HEN : MENS fT. TJ ="K" : NEXT
T:P05ITI0H 12,11:? tt6;MEM5
1528 POKE 53278, 9:P0KE 1798, 128 : RETURN
2888 FOR T=20 TO 120:5OUND 8,T+50,18,8
:P05CT)=MftH$:NEXT T : SOUND 8,8,8,0
2810 51Y=95:S2Y=95;F0R T=15 TO 8 STEP
-l:50UND 8,50,8,T:FOR E=l TO 15:NEXT E
'NEXT T
2028 MEN=MEN-l:IF MEH=0 THEN 5808
2838 HENS=MS:FOR T=l TO MEN : MENS tT.TJ =
•■■/.":NEXT T;POSITIOH 12.11:? tt6;MENS:P0
S = M$ : P8S CMANY3 =MflNS : P1S = MS : P2S = MS
2840 FL=0:POKE 53278, 9:G0T0 3
3800 FOR T=0 TO 3:P0KE 53248+T, 8 :NEXT
T : P05=M5 : P1$=m5 : P2S=MS : P3S=MS
3818 SOUND 0,8,8,8:G0SUB 1428
3828 FL=0:GOTO 3
5000 POKE 75 6,224:P0K E 87,8:? '■H":POSI
TION 6,0:? ••[iT AjimtVl-JS '' : FOR T=l TO 4:P0
SITION 0,e:?^W
5810 FOR E=l TO 58:HEXT E:NEXT T:POKE
87,2:P0SITI0N 6,5:? tt6;"5C0RE •■;5C
5028 IF PEEKC53279>=6 THEN FOR T=8 TO
3:P0KE 53248+T, 0;NEXT T:RUN
5830 X=X+l:IF X=255 THEN X=9
5040 POKE 708,X:G0T0 5020
CHECKSUM DATA
(See page 21)
1 DflTfl 632,642,714,613,158,813,138,987
,800,486,365,447,413,317,70,7595
60 DATA 414,320,69,792,990,59,576,313,
540,479,91,571,488,614,715,7023
1199 DfiTfi 539,927,383,568,701,79,443,9
43,793,349,381,276,800,868,129,8179
1330 DflTft 343,443,456,453,238,668,929,
600,354,198,735,797,501,595,757,8059
1480 OftTfl 31,495,485,143,879,437,370,2
11,538,616,198,450,353,14,187,5407
5820 DftTfl 286,669,341,1296
,sM^
^'^3>,
*
*
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MAXIMIZE TAKE HOME PAY
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TAX WIT BY HOMEWARE
Features:
■ Determines number of exemptions you can claim to minimize federal withholdings
■ "What If?" Capabilities to control your annual tax refund or payment.
■ Salary and local income tax projection capabilities.
- Loan amortization schedule to determine tax withholding effect of new home,
auto, etc. purchases.
- Completes Form W-4 (Withholding Exemptions).
- Completes your 1984 Form 1040, Schedules A, B, & W.
- Income averaging / Schedule G.
• Inexpensive updates.
- Complete printout capabilities.
TAX WIT
BY
HOMEWARE
ATARI
^^n
Atari Computers with minimum 16K RAM, BASIC and one disk drive.
Dealer Inquiries Welcome
Price: $31.95 (Tax Deductible)
plus $2.00 postage & handling.
MD residents add 5% sales tax.
Check or money orders only.
Atari is a Trademark of Atari Inc.
Name_
Address_
City-
state-
-Zip Code-
HOMEWARE
P.O.Box 2102
Silver Spring,
IVID 20902
•***•••*•*•***•*****••*•*•••••**
CIRCLE #142 ON READER SERVICE CARD.
* •
4
4
If
4
* •
WE SPECIALIZE IN ATARI COMPUTERS
SO WE KNOW WHAT WORKS BEST!
CALL US AT (503) 683-5361 FOR INFORMATION
COMPUTER
PALACE
Formerly
Royal Software
• 2-disk set!
• A lot of game
for your money!
$52.50
New from
Origin Systems.
Here is the latest in the famous
series of Fantasy/Role-Playing
games. This one is the best yet!
Flight Simulator II
So what if you tiaven't gotten your pilot's
license yet . , , You can take off with this
super-scrolling flight simulator and fly to
your heart's content! The disk even contains
a WW I flying ace dog-fight game so that you
can brusti up on your aerial combat!
48K Disk
From Subloglc
$44.90
DIMENSION-X
What has unlimited power . . . Scrolling per-
spective ... and super excitement?
THIS DOES!!!
32K Disk/Tape
from Synapse Only
$31.50
FREE
Catalog
With any order, or
send $1 (refundable
with purchase), /\.
Send us your
name & address for
FREE FLYERS with
Special Offers!
Use Your
Credit Cards!
We honor VISA
American Express,
& IVIasterCard,
"IF YOU DON'T
HAVE OUR CATALOG..
YOU'RE
MISSING OUT!"
AMDEK Color 1 +
MONITOR
INDUS-GT
DISK
DRIVE
Now You Can Run
CP/M On Your Atari!
New Low
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Protect Your
Investment
with these
durable and
attractive
$398.00 .
• Bright, Sharp Display Suitable for
Character Display, Has Sound, Too!
• The Best Value in a Color Monitor,
• Front-l\/lounted Controls with Head-
phone Jack,
Only $299.00
^ FREIGHT
Quiet & Reliable
Faster I/O than Atari 1050 Drive
True Double Density Operation
Includes Free Software:
DOS — Word Processing —
Data-Base — Spread Sheet
Includes Carrying Case
ONE YEAR WARRANTY!!!
ATR-8000 Expander
• 64K, Z80 computer
• Runs any combination of S'A" and 8" drives
in single or double density
• Built-in serial and parallel ports
• Built-in printer buffer
64K CP/M modal $449.00
2-DDDS 5V4" add-on drives 595.00
1-DDDS 5Vi" add-on drive 379.00
(Drives inci, pwr, sup, & case)
DUST COVERS
Custom Fitted For:
• ATARI 400,800,600XL,800XL,1200XL,
410,810,1 1010,1050,1025 and 1027
• EPSON MX-80 and FX-80
• GEMINI 10 • PROWRITER 8510
• PERCOM WRANA
Please spec fy Qllly $8.95 Each
SPECIAL! 2 for $16.95
BOOKS & MAGAZINES
COMPUTE PUBLICATIONS:
1st Book of Atari 12,95
2nd Book of Atari 12 95
3rd Book of Atari 12,95
Isl Book of Atari Graphics 12,95
1st Book of Robots & Computers ,, 12 95
1st Book of Alan Games 12,95
Atari Basic Source Book 12,95
Inside Atari DOS 19,95
flapping the Atari 14,95
f^achine Language for Beginners , 14 95
Maclilne Language Programming:
6502 Assembly Language Prgm 18,95
Technical Users Notes 26,90
The Atari Assembler 1'),95
De Re Atari (All About Atari) 1 7,90
f^actiine Language for Beginners 14.95
Basic Programming Applications:
Games Atari's Play 14,95
Kids and the Atari 19,95
Your Atari Computer 1 7 95
Magazines:
ANTIC-vol 3 no 2 2 50
Back issues-vol, 2, no 2,3,4, 10.
11, 12: vol 3, no 1 ea, 2 50
ANALOG-no, 20 3.00
* Backissues-no 14,15, ifiH-Tje, 19 ea, 3,00
HI-RES-no 7 Backissues-no"'r2,3 , , ea, 2,95
New Improved
Version 1.3
48K Disk
MUCH MORE THAN A
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This is one of the most versatile data-base
programs available for business or home
use.
Features: Ligfitning Fast Data Retrieval — Fast Sorts
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1. 2, or 3 Up— H/lerge— Built In State Abbrv, Table
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This easy-to-use data base will help you
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— Automatic Program Entry — Supports 2 Drives
32K DISK
Is^
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-iviore! pmni Royal Software This Handy Utility Is Only $24.95
SOFTWARE
Joust (C) 44,90
Robotron (C) 43,50
Blue t^ax (D, T) 31 50
Odesta Ctiess (D) 59 50
Pole Position (C) 44 90
Donkey Kong (C) 44,90
IVIonkey Wrench II (C) 54 00
Ultima II (D) 52,50
Dig Dug (CI 44,90
B/Grapti (D) 89,90
Jungle Hunt (C) 43,50
Letter Perfect (C) 89,90
Spell Perfect (D) 69.50
Home Accountant (D) 67 50
Q-Bert (C) 44,90
Valforth (D) 54 50
HARDWARE
Astra 1620 Dual Drive 529,00
Rana 1000 iJrive 349 00
Super-5 Printer 329 00
Atari 1027 Primer 319 00
Epson Printers CALL
Atari Graphics Tablet 79 10
Koala Pad Tablet 87 90
Power Pad Tablet 87,90
Axiom Printer Interface 99 00
COMPUTER /R^i
PALACE
OPEN M-F. 9-6 Sat 10-4 (Pacific Time)
2160 W, 1 1 tti Avenue Eugene, Oregon 97402 \
USE YOUR CREDIT CARD & CALL
Toll Free 1-800-452-8013
• ORDERS ONLY, PLEASE •
There's never a penalty lor using your credil card!
For Information, Call (503) 683-5361
SHIPPING INFORMATION: Software — UPS
ground ($2,90), UPS Air ($4,75) per order.
Applies to software only. Hardware, Foreign
& APO — Extra, based on actual weight of
item(s). Please call (503) 683-5361 or write
for information.
CIRCLE #143 ON READER SERVICE CARD.
PAGE 88
ANALOG COMPUTING
ISSUE 19
DIMENSION X
SYNAPSE
5221 Central Ave.
Richmond, CA 94804
(412) 527-7751
32K Disk & Cassette $34.95
by Robert T. Martin
After more than nine months of waiting, Synapse
Software has finally given birth to a game that its
advertisements led me to believe was going to be the
game of the century. The ad read, "What has
immeasurable fire power — attacking Rigillians —
altered perspective scrolling — and no mercy?"
Dimension X is finally here, but it is not exactly
what I expected.
The game does feature an altered perspective scroll-
ing floor in the playfield, which is very attractive,
but that's where the fun ends. Nowhere to be found
are the tanks, missile-launching silos or the beauti-
fully depicted spaceships seen on the package illus-
tration. Instead, the only attacking forces, known as
Rigillians, are small, pink, cigar-shaped objects
which are unusually easy to shoot down. Gone is the
separate-screen 64 sector map showing what type of
enemy is where, and how much fuel it takes to get
there. We now have a 25 sector grid showing how
many enemies are in each sector that is combined
with an omni-present screen displaying a limited
number of vital functions. In fact, neither of the two
screen photographs shown on the packaging ever
made it to the game intact.
The game opens with you viewing a mountainous
horizon, with what appears to be a checkerboard
field between you and the mountains. You are look-
ing through the window of a cockpit that has the
aforementioned desert map, a display showing shield
and fuel status, a readout showing the distance
between you and the Rigillians, a radar screen, and a
communications window which gives you various
messages throughout the game. A push of the joy-
stick starts the field scrolling, and, by manipulating
the stick, you realize that you are in a bowl (or pie tin)
with mountains forming the perimeter. The object of
the game is to rid this sector of Rigillians by blasting
them, and then moving via one of eight passageways
through the mountains to another sector for re-
sumed Rigillian blasting. The eight passageways cor-
respond to the basic compass points, and the desert
map reveals which sectors you will arrive at by travel-
ling through the various passageways.
Upon entering a passageway, you realize that a
great deal of imagination is required to understand
what is happening. What you are supposed to visual-
ize is yourself flying through a narrow corridor with
gates strapped from wall to wall across your path. You
must stay in the center of the corridor without touch-
ing the walls while maneuvering above and below the
gates. This concept is tough to grasp from the gra-
phics provided, and, to make matters worse, the
documentation tells you that you can pass through
the gates. My games kept ending here until I realized
that I had to avoid the gates.
If all of this sounds vaguely like Star Raiders,
you're right. Based on the Blue Max/Zaxxon and
Encounter/Battlezone conversions Synapse is
famous for, 1 fully expected a souped-up, hot-rod
version of Star Raiders. Synapse, however, has
fallen short with Dimension X. What is missing is
the element of skill that Star Raiders requires.
Dimension X can be completed very successfully
by anyone who understands the game and can con-
nect the rules to the screen graphics. I've made it
through the game every time at the highest difficulty
settings without having to re-fuel, repair or retreat.
The Rigillians never even got close to surrounding
my capital. Sounds pretty merciful to me.
(Continued on page go)
THIS ONE'S A
KEEPER.
Unlike games that get
''stale'', you 7/ USE this
program'- again & again
for years to come.
There's nothing else like
DECISIONS . . . DECISIONS'"
A TOOL FOR MAKING LOGICAL CHOICES.
Combines scientific decision-making principles
with your computers power, to shine new light
on business, personal, and family decisions.
"EASILY SORT OUT CONFUSING INFORMATION.
"REMOVE UNCERTAINTY FROM DIFFICULT CHOICES.
"CLARIFY AND QUANTIFY YOUR IDEAS.
"SHOW OFF YOUR COMPUTER'S PRACTICAL SIDE!
Leads you step by step through any problem ;
analyzes your choices with swift computer
accuracy; displays the results in easy to
interpret graphic form, on your TV screen.
DECISIONS. ..DECISIONS program disk for 48K ATARI
and complete reference manual, in handsome binder,
only $37.50 including shipping, add $2.25 tax in Calif.
ORDER NOW-youll be glad you did. Send check to:
1!
^LATERAL ^ o.,. a
WW SOFTWARE sfJ^n, « mao
CIRCLE 1(144 ON READER SERVICE CARD.
JkATARr^ Printers/Etc.
^^ ■ ^ »m ■ #mi% I GEMINI 10X . . $279 PROWRITER i
600XL .
1200XL
1050 DRIVE $335
1025 PAINTER $399
1020 COLOR PTR ... $219
1027 PRINTER $279
1010 RECORDER $72
MICRO PERIF. MODEM/INFC
DRIVES
ASTRA 1620 $469
RANA 1000 $295
PERCOM 88-S1 $298
PERC0M40-S1 $418
PERCOM 40-S2 $718
PERCOM 44-S1 $510
PERCOM 44-S2 $929
CALL
CALL*
■Reflects $100 Atari Rebate
MICROBITS INFC .... $78
80 COLUMN BD .... $249
TECHNICAL NOTES... $25
REAL TIME CLK $38
AXIOM PRINTER INFC $80
$129
MEMORIES
48K RAM (INTEC) .... $95
64K RAM (INTEC) ... $119
48K RAM (MOSAIC) . . $109
64K RAM (MOSAIC) . . $145
128K RAM DISK .... $299
32K RAM (MOSAIC) ... $68
GEMINI 10X . . $279
GORILLA .... $199
CITOH
Prowriter $345
Prowriter II $629
Starwriter $1149
Printmaster $1448
NEC
8023 A-C $409
3510 $1375
3530 $1579
3550 $1779
7710/7730 $1998
PROWRITER . $345
SMITH TPI ... $488
SILVER REED P $669
QUME 11/40+ ....$1299
OKI-DATA
Microline82A
Microline83A _i
Microline84P ^
Mlcroline92 o
Mioroline93
DIABLO
620R $939
630R $1719
^flSTRfl 1620
DISK DRIVE SYSTEM
MORE FOR YOUR MONEY
DOUBLE OR SINGLE DENSITY
TWO DRIVES
SPECIAL $469
MONITORS
ATARI SOFTWARE
ADVENTURE INT'L
Adv. 1-12 each (C) $18
Preppie (C/D) $20
Preppiell(C/D) $23
Diskey(D) $33
Sea Dragon (C/D) $23
Bug Off! (C/D) $20
Tutti-Frutli (C/D) $17
Saga1-3(ea.)(D) $27
Lunar Lndr . (C)$11(D)$15
Galactic Empire (C) ..$14
Galactic Trader (C) ... $14
SIratos (C/D) $23
Rear Guard (C)$14(D)$17
APX
Eastern Front (C/D) . . $23
747 Land Sim. (C/D) . . $17
Fig-Forth (C) $30
Family Cash Flow (D) . $17
Downhill (C/D) $17
Avalanche (C/D) $17
Outlaw/Howitzer (C/D) $17
Salmon Run (C/D) .... $17
Data r^anagement(D) $17
Galahad/Holy Grail (D) $21
Adv. Music System (D) $21
ATARI INC.
Microsoft Basic II (R) .$62
Mickey in Great
Outdoors (C/D) $36
Paint (D) $30
Speed Reading (C) ... $54
Qix (R) $30
Dig Dug (R) $30
Atari Writer(R) $68
Time Wise (D) $23
Visicalc(D) $139
Juggles House (C/D) .$22
Juggles Rnbw (C/D) . . $22
Pilot (Home) (R) $55
Galaxian(R) $30
Defender (R) $30
ET $34
Microsoft Basic (D) . . $62
Macro Ass. & Edit (D) . $62
Assembler Editor (R) . $42
Basic Cartridge (R) ... $45
Pac Man (R) $30
Centipede (R) $30
Caverns of Mars (D) . . $28
Star Raiders (R) $30
Conv. Lang. Ea. (C) ... $42
Music Composer (R) . . $31
Super Breakout (R) ... $26
My First Alphabet (D) . $26
Prog.2 & E (ea.)(C) $21
Word Processor (D) .$102
Pilot (Educ.)(R) $92
Touch Typing (C) $19
Home File Mngr (D) . . $36
Bookkeeper(D) $102-
Family Finance (0) ... $35
Prog. 1 (C) $18
Scram (C) $18
Asteroids (R) $27
Space Invaders (R) ... $27
Missile Command (R) . $27
Telelink(R) $21
Superman lll(R) $34
Basketball (R) $24
Donkey Kong (R) $34
AVALON HILL
VC(D) $17
B-1 Nuc. Bomber (C) . . $12
Legionnaire (C) $23
Empire of Overmind
(D) $23 (C) $20
Tanktics . . . (D)$20(C)$17
Comptr Stock & Bonds ...
(D)$17(C)$14
Dnieper River Line (D) $20
Voyager(D) $17
Controller (D) $20
GFS Sorceress
(D) $23 (C) $20
Telegard . . (D)$19(C)$16
Vorrak(D) $18
Lord of Karma (C) $14
AVALON HILL(Cont'd)
Moon Patrol (C) $17
Planet Miners (C) $12
Conflict 2500(C) $12
Space Station Zulu
(D)$17(C)$14
Flying Ace . (D)$21 (C)$18
Gypsy (D)$18(C)$15
Galaxy (D)$17(C)$14
Guns of Fort Def.(C) . $14
NukeWar(C) $12
Andromeda Conquest ...
(D)$16(C)$13
Close Assit (D) $23 (C) $20
BRODERBUND
Sky Blazer (D) $22
Bank St. Writer (D) ... $46
A.E.(D) $23
Arcade Machine (D) . . $39
Choplifter . (D)$23(R)$29
Labyrinth (C/D) $20
Serpentine . (D)$23(R)$27
Steller Shuttle (C/D) .. $17
Apple Panic (C/D) $20
Genetic Drift (C/D) ... $20
David's Midnight (D) .. $23
Sea Fox (D) $20
Track Attack (D) $20
OperatnWhrlwnd(D) . $23
Match Boxes (C/D) . . -. $20
CDY CONSULTING
Pogoman (C/D) $27
Mad-Netter(C/D) $23
It-ls-Balloon (C/D) $23
CBS
Mountain King(R) ... $27
Boulders & Bombs (R) $27
Krazy (each) (R) $27
CONTINENTAL SOFT.
Home Accountant (D) $48
Tax Advantage (D) . . . $39
DATA MOST
Pig Pen (D) $20
Mating Zone (D) $20
Roundabout (D) $20
Bilestoad(D) $20
Night Raiders (D) $20
Monster Smash (D) . . . $20
DATASOFT
Text Wizard (D) $65
Graphic Master (D) ... $27
Micro Painter (D) $23
Lisp Interpreter (D) . . . $79
Graphics Gen.(D) $17
Basic Compiler (D) ...$65
Zaxxon (C/D) $27
Teletalk(D) $34
Pac. Coast Hwy (C/D) . $20
Clowns/Balloons (C/D) $20
Spell Wizard (D) $53
Canyon Climber (C/D) $20
Sands of Egypt (D) ... $27
O'Riley's Mine (C/D) . . $23
Rosen's Brigade (C/D) $23
Moon Shuttle (D) $27
DON'T ASK
Sam (D) $39
P.M. Animator (D) $23
Teletarl (D) $27
PokerSam(D) $17
Word Race . (D)$17(C)$14
EDU-WARE
Prisoner 11(D) $27
Spelling Bee(D) $27
Rendevous (D) $27
Compu/Read
(D)$21 (C)$15
Compu/Math-FR
(D)$27(C)$21
Compu/Math-Dec
(D) $27 (C) $21
EDUCATIONAL SOFT.
Tricky Tutorial
1,2,3or4(C/D) $15
Tricky Tutorial
6,6 or 7 (C/D) $22
AMDEK
Color I $289
V300 $139
V300A $149
Color 11 $449
NEC
GRN(JB1260) $115
GRN(JB1201) $155
Color Composite ...$298
RGB Color $598
MODEMS
HAYES
Smartmodem $209
Smartmodem 1200
Micromodem I
$498
$259
NOVATION
J-Cat $99
Apple Cat II $259
D-Cal $149
ANCHOR AUTOMATION
Mark I or II Modem . . . $78
SPECIALS
Gemini 15X Printer $399
Axionn AT-100 Printer (with interface $229
Astra Double Density Dual Drive $469
Rana 1000 Drive $319
Bit-3 80 Column Board $245
Mannesmann Talley 160L Printer $589
Atari 400 Keyboard (In Home) $35
Programmer Kit ..$48 Entertainer Kit ...$64
Wico Joystick ... $23 Wico Trackball ... $49
COSMIC
COMPUTERS
UNLIMITED
727 BREA CANYON RD., SUITE 16
WALNUT, CA 91789
ORDER LINES OPEN MON-SAT 8 am - 8 pm
(800) 626-7642
PLEASE FOR ORDERS ONLY
SORRY, NO COD'S
(714) 594-5204
FOR TECHNICAL INFO, ORDER INQUIRIES,
OR FOR CALIFORNIA ORDERS
Add $250 shipping per software order in conlinental U.S. Add $5.00
shipping per software order lor AK, HI. FPO-APO. Add $10.00 on 5%
(whichever Is greater) per software order for non-U. S. Call for cost of
hardware shipping. Calif, residents add 6'/!% sales tax. Cashiers
checks or money orders filled within 24 hours for Items in stock.
Personal checks require 4 weeks to clear. MasterCard and Visa OK for
software only within continental U.S., add 3% surcharge. Include card
no., expiration date and signature. Due to our low prices, all sales are
final. All defective returns must have a return authorization number.
Please call to obtain one before returning goods for replacement or
repair. Prices & availability subject to change.
CIRCLE #145 ON READER SERVICE CARD.
EPYX-AUTO. SIMULATION
Rescue at Rigel (C/D) $20
Datestones/Ryn (C/D) $14
Upr Rctis Apstiaj (C/D) $14
Rioocfiet (C/D) $14
Keys/Aotieron (C/D) . . $14
Curse of Ra (C/D) $14
Danger/Drlndistl(C/D) $14
Jumpman (C/D) $27
Esop Vulcanslsle(D) .$20
Crypt of Undead (D) .. $20
Nigtitmare(D) $20
Armor Assault (D) .... $27
Monster Maze (R) $27
Alien Garden (R) $27
Plattermarna (R) $27
Morloc's Tower (C) ...$14
King Arttiur's Heir
(D)$20(C)$14
Hellfire Warrior (C/D) .$27
Invasion Orion (C/D) . . $17
Templeof Aps. (C/D) .$27
Star Warrior (C/D) $27
Dragon's Eye (D) $20
Crusti Crumble (C/D) . $20
GEBELLI
Firebird (R) $27
Embargo (R) $30
Candy Factory (D) $20
Match Racers (C/D) . . $20
Dr. Goodcode(D) $20
HAYDEN
Go (D) $23 (C) $20
Sargonll . . (D) $23 (C) $20
Bulldog Pinball(C) ... $20
HES
Coco (C/D) $34
Coco II (C/D) $27
INFOCOM
Suspended (D) $34
Zorkl,llorlll(D) $27
Starcross (D) $27
Deadline (D) $34
Witness (D) $34
INHOME
Baseball . . (R)$23(D)$23
Crypts of Terror
(D) $23 (C) $20
INNOVATIVE DESIGN
Pool 1.5(D) $23
Juggler(D) $20
Speedway Blast
(D)$20(R)$27
Pool 400 (R) $27
JV SOFTWARE
Jrny to Pints (C/D) $20
Action Quest (C/D) ... $20
Gtiost Encount. (C/D) .$20
LJK
Letter Perfect (D) . .. $104
Data Perfect (0) $74
Letter Perfect (R) ... $137
Edit 6502 (R) $137
MONARCH DATA SYS.
ABCCompiler(D) $48
ODESTA
Chess (D) $45
Checkers (D) $34
Odin (D) $34
OPTIMIZED SYSTEMS
C-65(D) $58
Bug-65(D) $23
Max-65(D) $58
Basic A -f (D) $58
Action (D) $65
Speed Read Plus (D) . . $40
PHOENIX
Birth of Phoenix (0) . . $16
Adv. In Time (D) $20
QUALITY
Fastgammon (C) $14
Name That Song
(D)$13(C)$11
Starbase Hyperion
(D)$17(C)$14
All Baba/40 Thvs (D) . . $20
deeper Creepers (D) . . $20
ROKLAN
Gorf (D)$27(R)$30
WizardAfVor . (D)$27 (R)$30
DIx Invaders (D)$23 (R)$27
AntiSubPtrl (D)$20(C)$14
Telecom (D) $49
Space Journey (R) . . . $30
SENTIENT
Gold Rush (D) $23
Cyborg (D) $23
SIERRA ON-LINE
Mission Asteroids (D) $17
Ulys.&Gldn Fleece (D) $27
Crossfire . . (D)$20(R)$23
Mouseattaok(D) $23
Jawbreaker (D)$20(R)$23
Threshold (D) $27
Softporn (D) $20
Ultima 11(b) $39
SIERRA ON-LINE
Marauder (D) $23
Lunar Leeper(D) $20
Wiz & Princess (D) ... $22
Frogger(C/D) $23
SIRIUS
Alpha Shield (R) $27
Wavy Navy (D) $23
Bandits (D) $23
Space Eggs (D) $20
Sneakers (D) $20
Way Out (D) $27
Type Attack (D) $27
Repton (D) $27
Critical Mass(D) $27
Fast Eddy (R) $23
Worm War (R) $23
SPINNAKER
Snooper Troop 1,2 (D) . $30
Kindercomp(D) $20
Rhymes & Riddles (D) $20
Hey Diddle Diddle (D) . $20
Srch AmzngThngs(D) $27
Story Machine (D) $23
Face Maker (D) $23
STRATEGIC SIM.
Cosmic Balance (D) ..$27
Cosmic Balance 11(D) $27
Tigers In Snow (C/D) . . $27
Battle of Shiloh (C/D) . $27
Battle of Norm. (C/D) . $27
Cytron Masters (D) ... $27
Knights/Desert (C/D) . $27
Combat Leader (C/D) .$27
SUBLOGIC
Pinball(C/D) $20
SWIFTY
J. White Music Lessons
(C/D) $20
Space Shuttle (D) $20
SYNAPSE SOFTWARE
File Mngr 800 -I- $65
Protector II (D)$23(R)$29
Shamus . . . (D)$23(R)$29
Fort Apocalypse (C/D) $23
Shamus II (C/D) $23
Necromancer (C/D) ... $23
Pharoh's Curse (C/D) . $23
Slime (C/D) $23
Page 6 (D) $23
Reptilian (C/D) $23
Picnic Paranoia (C/D) . $23
Claim Jumper (C/D) ..$23
Drelbs(C/D) $23
Shadow World (C/D) . . $23
Survivor (C/D) $23
T.N.T. (C/D) $23
N.Y.C. (C/D) $23
Slamball (C/D) $23
Blue Max (C/D) $23
Nautilus (C/D) $23
Chicken (R/D) $23
Quasimodo (C/D) $23
River Quest (C/D) $23
SYNERGISTIC
ProgramrWkshp(D) . . $23
Graph Workshop (D) . . $27
Disk Workshop (D) ... $23
Worlock's Revenge (D) $23
THORN EMI
Soccer (R) $34
Jumbo Jet (R) $34
Submarine Comm.(R) $34
Kick Back (R) $34
Pool (C) $22
Humpty Dumpty(C) ..$22
HckryDckryDck(C) . . $22
Darts (C) $22
USA
Atari World (D) $39
3-DSprgrphcs(C/D) . . $27
Survival Adv. (C/D) ... $17
VERSA
Mind Bggirs I (D)$14 (C)$12
Globe Master (D) $20
MISCELLANEOUS
Financial Wizard (D) .. $41
Castle Wolfenstein(D) $20
Master Type (D) $27
Astro Cha; 'D) $22
Miner2049e. 1) $34
Cypher Bowel (C) $33
Bug Attack (C/D) $20
Raster Blaster (D) $20
Air Strike (C/D) $27
Prism (D) $18
MBgalegs(C) $23
Cap'n Cosmo (D) $19
Spy's Demise (D) ....$14
Galac. Chase (D)$20 (C)$t8
Kid Grid (C/D) $20
Battle Trek (D) $20
SnappBr(D) $19
T&F-PMP Property
Management (D) .. $149
Mllliona[re(D) $39
PAGE 90
ANALOG COMPUTING
ISSUE 19
To wrap things up, I'd like to talk about something
that disk drive users must be made aware of. When
booting Dimension X, a foolish protection scheme
built into the program causes the game disk to try to
write to itself. If it can't complete the task, the pro-
gram boots fine. However — if you, like several
thousand disk drive owners (myself included), have
installed a switch to disable the write-protect mecha-
nism, and the switch is engaged. Dimension X will
write to itself and reformat the entire disk, wiping out the
programl That's right, you lose everything. There is
no mention of this on either the box or the documen-
tation. Synapse must assume that anyone capable of
writing to a disk with no write-enable notch is out to
copy their software. I spoke with Synapse, and they
are currently charging $5 to replace the contents of
the disk if they are lost in the above manner. They
also stated that they are re-evaluating this protection
scheme, and that their marketing people might look
into putting a warning on the game. I hope they do
something soon, because many people — like myself
— will find themselves with an empty disk the first
time they try to use it. Boy, was I depressed.
In conclusion, Dimension X is disappointing. It
doesn't fulfill the promises of the artwork, and isn't
Dimension X.
nearly as much fun as some of Synapse's other games,
such as The Encounter (a hot-rod version of
Battlezone) or Blue Max (a souped-up version of
Zaxxon). Both of these surpass the originals and are
a must for the collection of any game enthusiast.
Sadly, Dimension X doesn't fall into this latter
category. D
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ISSUE 19
ANALOG COMPUTING
PAGE 91
STAR LEAGUE BASEBALL
Gamestar, Inc.
1302 State Street
Santa Barbara, Ca. 93101
by Bob Curtin
Baseball has been called our national game,
although the football folks might want to dispute
that. Nonetheless, the tarps are rolled back every
April for another long season of this national pas-
time. I, for one, look forward to it every year; I think
the game of baseball is as perfect a mixture of action,
intensity, tactical variety, subtle strategy and rich
tradition as the mind of man has been able to devise.
Being an ardent baseball fan, I've been more than a
little nettled by the fact that I couldn't get a decent
baseball game for my 800, that is until Gamestar
came along with a little beauty called Star League
BasebaU.
Star League Baseball (SLB) is a graphically
spectacular, easy to learn baseball game, with enough
playing options to satisfy all but the pickiest afficio-
nado. SLB can be played between two players, or —
if you don't have a human handy and you enjoy pain
— you can take on your computer.
There are two starting pitchers available and a
short reliever. "Heat" Muldoon has (obviously) a
real barnburner of a fast ball, plus a good screwball
and slider, but has little stamina and will tire quickly
if his fast ball is used too often.
"Curves" Cassidy is the best all around pitcher,
with a great curve ball, and a sinker that looks as if it
fell off the end of a table. He has good stamina and
excellent control. In the long run, Cassidy is the
toughest pitcher to bat against when the player using
him changes speeds and works the corners effectively.
"Knuckles" Flanagan, the short relief pitcher, as
you might guess, has a good knuckler, good control
and is almost a necessity when starting with Muldoon.
Once the game starts, everything is controlled
through the joysticks. Throwing, catching, running,
fielding and batting are all accomplished by using the
joystick in conjunction with the fire button. Once
you've gotten the mechanics of playing the game
down, the fun starts.
As in the real game, pitching is the difference
between winning and losing. "Heat's" fast ball is so
brutally fast that it has to be anticipated. There's no
way you can react to it, except to foul if off. Pitching
strategy involves mixing your pitches well and learn-
ing your opponent's weak points. The timing is so
critical that changing the speed of the pitches is as
effective as it is in live baseball. "Going for the
corners" involves throwing pitches, such as the
sinker and curve ball, which will sometimes miss the
strike zone, especially when Heat Muldoon is pitch-
ing in later innings. It takes a bit of practice to get to
where you can pick the good pitches from the chaff,
but the program provides a batting practice mode for
just that purpose. (You can get all the fielding prac-
tice you want by playing against the computer. )
Pitching is by no means the only thing you've got
to worry about. A good defense is not only impor-
tant, it can save the game if your pitcher loses his
"stuff" and starts getting hammered. It takes a lot of
practice to consistently catch fly balls, intercept
those steaming line drives, and turn the double plays.
Developing a hard defense can not only win games
for you, but it can have a devastating psychological
effect on your opponent (computer excepted).
The program is filled with clever little touches.
Between innings, there's an electronic scoreboard
flashing a trivia question (actually a way of advertis-
ing an upcoming Gamestar computer game), the
attendance and the scores of other games going on in
the National and American Leagues. Throughout the
game, the sound of the proverbial organist can be
heard. All in all, the package is well done, and the
playing of the game is fun and easy to grasp. As with
Starbowl Football, the game has become a must to
play when the gang get together for some hot compe-
tition, and I think it'll remain a staple on my game
shelf for a long time to come.
Now the gripes. First and foremost, the fact that
you can only change pitchers during the seventh
inning stretch is very frustrating. I can see limiting the
amount of times you can change your pitcher (one or
two times), but limiting the players to one relief
pitcher and dictating when the relief must be brought
in, is sort of contrary to baseball strategy.
All Atari computers have, for some time, come in
two flavors: either 16K or 48K (the new 64K XL
computers actually have no more useable RAM than
their 48K predecessors). It puzzles me why a game as
good as this not only shortcuts on such things as the
pitching changes, but shows such singular lack of
PAGE 92
ANALOG COMPUTING
ISSUE 19
imagination in providing optional game features,
when they've got another 16K to w^ork with. As good
as this game is, it remains on a par with its home
videogame offerings and fails to utilize the thing
computers have that videogame consoles don't: the
ability to process data which is stored outside of
RAM, that is, stored on disk or tape.
Some of the features that could have been incor-
porated are, for instance, left and right-handed bat-
ters and pitchers, varying speeds for runners (both in
the outfield and on base), pop flies, multiple pitching
changes (assuming there was a difference between
right and left-handed pitchers) and statistical differ-
ences between players and teams.
Star League Baseball.
This last option would open up the game to simu-
late one aspect of baseball strategy sorely lacking in
this game: pinch hitting and pinch runners. The last
of the ninth, behind by one run, and your star glove
comes up to bat. Not real hot with the stick, you
decide to replace him with a slug of a base runner and
a dolt in the field, but this guy can rap a ball . . . Just
as there's a difference between hitters in SLB as the
game stands now (i.e., liners and sluggers), individ-
ual batters could be similarly loaded for power, aver-
age or just plain incompetence with a bat.
Finally, why not a side routine to allow the user to
create team statistical files, to be used in the game so
that he could play with the statistics of the Yankees . . .
or the Red Sox or the Bohunk Bombers or any team
of his choice. Or, if the powers that be had any
imagination at all, sell the updated statistical files of
all of the major league teams each year, much the
same as the boardgamers do with their updated sta-
tistical cards.
Anyway, despite the lack of detail, Star League
Baseball is definitely a must for the sports game
enthusiast. It's fun, colorful and habit-forming. D
MOVING?
DON'T MISS A SINGLE ISSUE.
Let us know your new address right away. At-
tach an old mailing label in the space provided
and print your new address where indicated.
QUESTION ABOUT
YOUR SUBSCRIPTION?
Check the appropriate boxes below:
D New subscription. Please allow 4-8
weeks for your first copy to be mailed.
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a current address label to insure prompt
and proper extension. □ 1-year $28.00.
This rate limited to the U.S.A. and its
possessions. D Payment enclosed or
D Bill me.
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ISSUE 19
ANALOG COMPUTING
PAGE 93
by ANALOG Readers with Tom Hudson
In issue 16 of ANALOG, I presented Solid
States, a 3-D object plotting system. Readers were
asked to send in their 3-D object data and modifica-
tions to the original program. Well, we've received a
good deal of feedback, and I decided to print some of
the more interesting items in lieu of my Basic Train-
ing column.
For those readers who do not have the Solid States
program, you can still order issue 16 as a back issue.
See the ad elsewhere in this issue.
If you have a copy of Solid States, get started
typing in the data below!
An "A" for effort.
Paul J. Goldernew, of Pittsburg, PA sent in
our first Solid States graphic. It is a 3-D representa-
tion of the "A" in the ANALOG logo. Paul's origi-
nal data file also contained the entire ANALOG
logo above the "A," but it was just too big (157
points, 158 lines) for us to print. I did a little editing
and cut it down to just the "A" itself, and came out
with 100 points and 110 lines. Paul's effort shows
how curved lines can be shown with Solid States.
'A" logo data.
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PAGE 94
ANALOG COMPUTING
ISSUE 19
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ro
84
1. INE
84
84
TO
85
L INE
83
83
TO
86
1 INE
86
86
TO
37
L INE
8 7
87
TO
88
LINE
88
88
TO
89
LINE
B9
89
TO
9a
1, INE
90
9a
TO
51
1 INE
91
91
TO
92
1. INE
92
92
TO
93
LINE
93
93
10
94
LINE
94
94
TO
95
LINE
93
93
TO
96
L INE
96
96
TO
97
L INE
97
97
TO
98
L INE
98
98
TO
99
LINE
99
99
TO
100
1 INE
101
): laa TO 91
1 INE
10
: a
TO
sa
LINE
10'
2: 9
TO
39
LINE
10:
!: 7
TO
37
LINE
10
>: 28 TO 78
L IIME
la;
i: 20 TO 7a
LINE
10^
i: 21
TO 74
L INE
10-
: 34
TO 84
LINE
10E
i: 3 5 TO B3
LINE
10'
: 1
TO
51
LINE
1 It
I: 2
TO
32
Over "reacting."
Nick A. Brienza, of Columbia, MD, sent in a 3-D
representation of a nuclear reactor cooling tower.
Once again, this graphic shows how curved surfaces
can be shown with Solid States. You'll note that this
object was defined using only 32 points, a pretty
efficient job.
Tower data.
POINTS: 32
POINT
I ;
-7
POINT
2:
-2
23
POINT
3:
-2
73
POINT
4:
-4
POINT
3:
-1
3
POINT
6:
-1
5
POINT
7:
-1
9
POINT
8:
-2
7
POINT
9:
POINT
10:
a
POINT
1 1 :
a
POINT
12:
a
POINT
13:
1
3
POINT
1 4:
1
5
POIN r
13:
1
9
POINT
16:
2
7
POINT
17:
7
POINT
18:
2
23
POINT
19:
7
75
POINT
20:
4
POINT
2 1 :
1
3
POINT
22:
1
3
POINT
23:
1
9
POINT
24:
2
7
POINT
23:
a
POINT
V6:
a
POINT
27:
POINT
28:
POINT
29:
. 3
POINT
30:
-1.3
POINT
31 :
-
. 9
POINT
32:
-2.7
2. 25
2. 75
4
1.3
1.3
1.9
2.7
a
-1.3
-1.3
-1 .9
- 2.7
-2.23
-Z.73
-4
-1 .3
-1 .3
-1.9
-2.7
LINES: 4
LINE
1 :
1 TO 2
LINE
2:
2 TO 3
LINE
3:
3 TO 4
LINE
4:
5 TO 6
LINE
5:
6 TO 7
LINE
6:
7 TO a
LINE
7:
9 TO 10
LINE
8:
10
ro
1
LINE
v:
1 1
ro
2
LINE
10:
13
TO
14
L INE
1 1 :
14
10
13
LINE
17:
13
TO
16
LINE
13:
1 7
TO
IR
LINE
1 4:
18
TO
19
LINE
15:
19
ro
2 a
LINE
16:
21
TO
22
LINE
1 1:
22
in
23
LINE
18:
73
ro
74
LINE
19:
25
ro
76
LINE
70:
76
TO
77
LINE
2 1 :
27
10
78
LINE
77:
29
rn
3B
LINE
23:
30
ro
3 1
LINE
24:
31
10
37
LINE
25:
1
3
LINE
26:
3
9
1 INE
27:
9 TO 13
LINE
7fl:
13
TO
17
LINE
29:
17
TO
71
LINE
30:
21
TO
75
LINE
31:
23
TO
29
LINE
32:
29
TO
1
LINE
33:
4 TO a
L INE
34:
8
n 17
LINE
33:
17
TO
16
LINE
36:
16
TO
70
LINE
37:
70
ro
74
LINE
3n:
74
TO
28
1. INE
39:
28
TO
32
LINE
40:
32
TO
4
Try the following views:
Try the following views:
OBSERVER LOC.
30,-50,100
LOOKED AT
0,6,0
ZOOM
1.5
OBSERVER LOC,
-12,-12,1
LOOKED ftT ZOOM
8,4.5,3 .2
OBSERVER LOC.
LOOKED ftT
ZOOM
45,45,45
0,0,4
2
OBSERVER LOC.
LOOKED ftT
ZOOM
5,4,1
0,0,3
.2
ISSUE 19
ANALOG COMPUTING
PAGE 95
Nick also asked if the 3'D views could be animated
by showing a series of views in progression. Our next
reader came up with a very nice program modifica-
tion to do just that.
'Round and 'round she goes . . .
Larry L. Harris, of Poca, WV, has gone beyond
the limitations of the original Solid States program,
and has come up with a program modification that
allows for automatic rotation of an object. Because
of the memory requirements of this modification,
48k memory is suggested, and even then only fairly
small objects can be rotated. Larry writes:
"This modification allows the viewer to rotate
about the object in a circle on the X-Y plane with a Z
coordinate the user inputs. The radius is determined
by the input X and Y corrdinates of the observer's
viewpoint. The object appears to rotate on the
screen. A two-page flip was added to give instant
transition from one frame to the next. You do not see
the object develop. It is drawn off-screen, then
through a page flip you see the complete object. A
machine-language routine is used to clear the
GRAPHICS 8+16 screen.
"To add this feature to the existing Solid States
program, simply add the lines in Listing 1 . Some are
changes to existing lines.
"The program runs like the original until the zoom
factor has been entered. Respond Y to "DO YOU
WANT TO DO AN X-Y LOOP." Then input the
total number of degrees rotation and the number of
degrees to increment for each drawing. Expect a
screen flicker and some delay while initializing takes
place and the first drawing is developed off-screen.
Do not turn DMA off if you want to rotate around
the object, or you won't see it.
"The program will also operate as originally
designed. Just answer N to the above prompt."
Lines 2000-2120 control execution when
doing a loop.
Lines 2200-2250 control the page flip
Lines 2300-2360 set up page flip and screen
clear routine.
Keep' em coming.
I'd like to thank all the readers who have sent in
their 3-D image data. Special thanks goes to Larry L.
Harris for his rotation modification. If you've cre-
ated a 3-D object and haven't sent it in yet, what are
you waiting for? Simply send it (on tape, disk or
printout) to:
Solid States
c/o ANALOG
P.O. Box 23
Worcester, MA 01603
When we get another good batch of objects, we'll
run them in a future issue. D
Listing 1.
135 ? '■» ROTATION: LARRV HftRRI5 *"
160 DIM R5C1) ,05C5) .FSC2e) .DHflS(l) .05t
1) ,EGS{23 ,IKS{15 :EGi::CHR5£27J :EGS(2)=C
HR5C73
434 ? :? "DO you WANT TO DO AH K-Y LOO
P";:INPUT R5:IF R$<>"Y" THEN 440
436 ? "HOW MftHV DEG . TOTilL ROTftTION";:
INPUT ftN2:flN2=C0N2/36e)*6.28
438 ? "HOH MANY DEG. INC. ROTATION";;!
NPUT AN3:AN3=CAN3/350J*6,28:6O5UB 2380
:REM SET UP PAGE FLIP
439 GOTO 2800
850 G05UB 220e:5ETCOLOR 2,0,0;COLOH 1:
TRAP OFF
1035 IF FLAG THEN 2180
1840 IF PEEK £532793=7 AND 5TRIG(0J=1 T
HEN 1.0 "'^
2000 FLAG = 1 :R={OKA2 + 0YA2) ■^e . 5 : AH1 = ATN (
0Y/OK3 :ftH2=AN2+0Nl
2100 ANl=ftNl+AN3:0K=R*C05tAKl) :OY=R«SI
NCANi;
2120 GOTO 440
REM PAGE FLIP
IF HOT FLAG THEN GRAPHICS 24;RET
IF AN1>AH2 THEN FLAG=0
KI = KI + 1-2*CKI = 2) :Kfi = 2-CHIn;2J
FOR 5=40 TO STEP -lOsSOUND
W P M T T:
POKE DL+4,DLL{Ka3 iPOKE DL+5,DLHCK
Q.S.
2199
2200
URN
2201
2202
2205
10,8
2210
A)
2220 POKE DL+lOO.DHLfKAl IPOKE DL+i01,D
HH£KA)
2230 POKE S8.DLL£KIJ IPOKE 89,DLHCXIJ
2248 ADS=DLLCHI3+256*DLHCHI3 ;Z=U5R(153
6, ADSJ
2250 RETURN
2299 REM SET UP DATA FOR PAGE FLIP
2300 TRAP 250e:DIH DLL {23 , DLH C23 , DHL C2
3 ,DHHC23 :K=S;REST0RE 2490
2310 READ DAT:IF DAT=-1 THEN 2330
2320 POKE 1536 + K,DAT;H = X. + l:G0TQ 2318
2330 K=2;G0SUB 2358 : H=i : POKE i06,PEEKC
106}-32;G0SUB 2350
2340 RETURN
2350 GRAPHICS 24 : DLL (HJ =PEEK (883 : DLH (K
)=PEEKC893 :DL=PEEK{5605+256*PEEKC5613 ;
DHL CK3=PEEKfDL +1003
2360 DHHCK3=PEEKCDL+1013 :RETURN
2399 REM CLR DATA
2400 DATA 104.24.104,133,4.104,133,3,1
65,4,105.30,133,18.160.0.169,0,145,3,2
00,192,8,208,243,168,0
2410 DATA 230,4,165,4,197,18,208,237,9
6,-i
2580 TRAP 0FF:GRAPHICS 24:RETURH
135 DATA 471,818.862,448,491,960,288,9
40,646,226,587,882,488,565.553,9225
2202 DATA 137,386,315,415,598,533,792.
859,512,109,526,736,794,614,58,7384
2399 DATA 298,832.508,534,2172
V /
INDEX TO ADVERTISERS
READER
SERVICE
ADVERTISER
READER
SERVICE
ADVERTISER
115
150
133
104
110
121
127
139
143
145
118
102
111
123
141
151
124
136
120
137
142
131
125
Advanced Interface 25
Adventure International OBC
Alog
66
ANALOG Publishing 77, IBC
Astra Systems 6
Computability 13
Convologic 34
Computer Creations 53
Computer Discount Sales 79
Computer Palace 87
Cosmic Computers 89
Datamost 29
Datasoft 2,3
Digital Devices 14
Dorsett 36
Draper Software 82
Eastern House 82
Eclipse Software 45
Gardner Computer , 71
Happy Computing 33
High Tech Friends 73
Homeware 86
Indus Systems 61
Interactive Software 47
128
144
126
122
147
134
101
132
113
117
135
114
148
116
107
138
109
106
130
146
129
108
119
112
103
In Vinci Soft 16
Lateral Software 88
Lyco
50
Mach-ina 34
Macrotronics 90
Micca Enterprises 69
Microprose INFC
Mighty Byte/Spartan 62
Miles Computing 20
Moses 27
Overbyte 70
P. C. Gallery 24
P.S, Technology 90
Ram Computer 26
Radical Systems 12
Sar-An 76
Soft Sector 12
Soft Talk 12
Southern Software 59
Superware 90
3-G Company 59
Thompson Electronics 12
Wedgewood Rental 32
Wiley 18
Xerox 4
This index is an additional service, While every effort is made to provide a complete
and accurate listing, the pvhlisher cannot be responsible for inadvertent errors.
From the editors of
A.N.A.L.O.G. Computing
;.:;?:>*N,'it'-'' «■ '■'' '
m^:',)^^
ac^aLDG
COMPENDIUM -
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